Page 23 of 160

Posted: Mon Jan 25, 2010 8:13 am
by treczoks
Griff wrote:
(the 'Cargo' and the 'this way up arrows' are fixed in the texture map and don't change)
"This way up arrows"? In Zero G? ;-)

Yours, Christian

Posted: Mon Jan 25, 2010 8:40 am
by Kaks
Not immediately obvious or relevant in 0g, so doubly needed when you apply accelleration! :)

PS: excellent stuff, as always! & as well as standardised bulk containers, I'm reminded of the various gas cylinders for portable heaters, they're somehow always different colours, while always containing the same grade butane...

Posted: Sat Feb 06, 2010 5:57 pm
by Griff
just had a thought, and i'll probably come back and implement this at some point: how about if i make some changes to player ship shaders to allow players to drop a 'player_decal.png' of their own choice into the oxp's texture folder and the shaders will use this as the decal for the players ship? good idea?

Posted: Sat Feb 06, 2010 6:01 pm
by Cody
Very very good idea Griff.

Posted: Sat Feb 06, 2010 6:03 pm
by Diziet Sma
Abso-freakin-lutely awesome idea! yes PLEASE!!! 8) :D

Posted: Sat Feb 06, 2010 6:05 pm
by Griff
OK, i'll add it in for the remaining player flyable ships when it's their turn on the list and then come back and add it into the others after all the ships are done

Posted: Sat Feb 06, 2010 7:05 pm
by JazHaz
Griff wrote:
just had a thought, and i'll probably come back and implement this at some point: how about if i make some changes to player ship shaders to allow players to drop a 'player_decal.png' of their own choice into the oxp's texture folder and the shaders will use this as the decal for the players ship? good idea?
Mmmm! Just thinking I could then use my band logo as the decal, and then make some screenies for the band website!! Cool! :wink:

Seriously love the idea!

Posted: Sat Feb 06, 2010 8:00 pm
by DaddyHoggy
Nice one Griff - and thanks (for later)

Posted: Sat Feb 06, 2010 11:40 pm
by Griff
oo, what's the band website JazHaz?

Posted: Sun Feb 07, 2010 1:42 am
by JazHaz
Griff wrote:
oo, what's the band website JazHaz?
My marching band, the Enfield District Scout Band.

I maintain the website, and also play bass drum...! :)

Posted: Sun Feb 07, 2010 1:46 am
by JazHaz
Seriously, decals on ships would be great!

Imagine, your country's flag used as a decal, or an organisation's logo. In game this could be good for creating OXP mission ships with a decal for a pirate organisation, or a GalCop logo. The possibilities are endless!

Or even you could sell the space for advertisers....? Another income stream for commanders....! :lol:

Posted: Sun Feb 07, 2010 9:29 am
by Killer Wolf
to (perhaps) veer off on this decal thing : could the decal be controlled by a script? i was thinking of simulating damage, eg. you could have a few scorch marks/knackered panel decals, and they would stay on the ship until you did a maintenance overhaul/repair.

Posted: Sun Feb 07, 2010 11:14 am
by Griff
hmm, well there is a 'damage' shader binding available
http://wiki.alioth.net/index.php/Shader ... :_uniforms

Code: Select all

damage  int  energy expressed as a percentage of maxEnergy 
I've no idea if it could be used to control the mixing in of a 'damage' texture map though - from that description it also sounds as if the damage level would decrease back to 0 as the ships energy climbed back up to full power making it look like the ship was repairing itself - and it that case i think the 'energy' binding would work better

Code: Select all

energy  float  The current energy level of the entity.

Posted: Sun Feb 07, 2010 12:18 pm
by Frame
Griff wrote:
hmm, well there is a 'damage' shader binding available
http://wiki.alioth.net/index.php/Shader ... :_uniforms

Code: Select all

damage  int  energy expressed as a percentage of maxEnergy 
I've no idea if it could be used to control the mixing in of a 'damage' texture map though - from that description it also sounds as if the damage level would decrease back to 0 as the ships energy climbed back up to full power making it look like the ship was repairing itself - and it that case i think the 'energy' binding would work better

Code: Select all

energy  float  The current energy level of the entity.
You could use it to clutter the diffuse texture map, by subtracting values from the rgb pixels to make the effect of it being scourged, and turn it towards black or yellowish(burn)

[Frame rambles]

However, I have always thought of ship hulls as being a pressure hull only and that the energy was a sort of forcefield secondary shield...
and once you had that down, The next shot would penetrate the hull, and vaporize anything it hits instantly... you could presume a spaceship was full of flammable things, that would ignite instantly when struck by a laser.. (and also explain why the heat shield acts as no additional armor), and that the pulse laser could blow up a ship in 1 shot..

maybe a flickering across the hull, as the energy Regenerates, as far as i know energy is not subtracted from NPCs when they fire their ECM or Laser. ofcourse the player needs special handling... for him we can check the shields instead.

[/ramble off]

Cheers Frame

Posted: Sun Feb 07, 2010 2:17 pm
by ADCK
Could be done in 3d with a gigantic amount of subentities, start with a chassis and then add every single concieveable part of a ship as a subentity :P (eg a subentity for every single plate of armor)

Or is there a limit to the amount of subentities that a ship can have? (Besides computing/graphical power)

It's actually something I considered doing a little while back, I think I've still got a cobra3 lying around somewhere in like 20 pieces.