y'know, i've never noticed it say the ship name down by the missile indicator before too busy looking at the laser temperature gauge i guess!
anyway, i imagine everyone's pretty tired of seeing this ship by now but i thought i'd post one more screenshot:-
i've been taking the various shaders ahruman wrote for the 'krait' and it's subentities and adding them into one shader, what i thought was cool here is the hot metal glow on the laser cannons and various engine bits at the back of the ship, i thought this might look cool on the alloy fragments left behing by exploding ships? making them look red hot from the laser fire & explosion, i might have a go at it and if it works maybe write it out as a sort-of tutorial ('sort-of' since i'm not really sure what i'm doing!)
heh, i dunno that krait is starting to look a bit garish now! i'm going overboard on the effects!
what i'm planning on doing soon is painting out some glow & effects maps for one of the standard ships, putting it all into rendermonkey (and hopefully the open source shader program ahruman linked to a few pages back - 'lumiere'?) and uploading it somewhere for us all to have a tinker with and see what we can come up with - hopefully get a shader version of the 'scripters cove' thread going, although ahrumans recent posting about ship materials will bring all the goodness of shaders into some extra <key>'s that you just add to a ships shipdata.plist file to switch on the effects, all the complex stuff will happen behind the scenes!
…although ahrumans recent posting about ship materials will bring all the goodness of shaders into some extra <key>'s that you just add to a ships shipdata.plist file to switch on the effects, all the complex stuff will happen behind the scenes!
It’s not gone that far… yet. The material stuff lets you set an overall glow colour for a material, for instance, irrespective of shaders, but it doesn’t allow you to specify a glow map.
i've vandalised Ahrumans laserglow shader into a glowing metal fragment shader for use on debris left behind by exploding ships, here is it at work on the 'alloy' metal fragment:-
I'm trying to get the glow amount to decrease over time, the glow amount is being set by a variable called metal_temperature in the shader code, can this be counted down from 1 to 0 in the shader code?
i've vandalised Ahrumans laserglow shader into a glowing metal fragment shader for use on debris left behind by exploding ships, here is it at work on the 'alloy' metal fragment:-
Nice!
Griff wrote:
I'm trying to get the glow amount to decrease over time, the glow amount is being set by a variable called metal_temperature in the shader code, can this be counted down from 1 to 0 in the shader code?
No. However, in 1.69 or 1.70 this will be possible by setting the initial time (as a uniform) in the “ship script” for the fragment. This’ll involve something along the lines of:
The details of the JavaScript bit here haven’t been determined yet, but should look about like that. The setShaderUniform method will probably set a uniform for every material in the ship/entity and all subentities. There will probably also be a bindShaderUniform method to bind a uniform to a ship property.
Come to think of it, a shader-bindable spawnTime uniform might be a more elegant solution.
i've vandalised Ahrumans laserglow shader into a glowing metal fragment shader for use on debris left behind by exploding ships, here is it at work on the 'alloy' metal fragment
Ooh! That looks nice!
A cool (but probably not easily implemented) effect could be if such a "heated metal glow" could be added to the places a ship's hull was hit during combat. That is, the more hits it takes the more the hull glows (ideally at those points the hull was hit).