Author Topic: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes  (Read 16278 times)

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Offline Sandwich

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
Indeed; the potential cross-section would merely be there to prevent the dissolving ship hull from appearing hollow - the specific accuracy of the deck styles doesn't matter.

If you really care about it though, it makes sense to me to have faction-specific internal deck shader patterns. Terran ships could have the typical stack of decks with bulkheads scattered about; Vasudan ships might look more organic (see the Psamtik main hall); Shivans meanwhile would be all angular and hive-like (or whatever).
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Offline General Battuta

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
Indeed; the potential cross-section would merely be there to prevent the dissolving ship hull from appearing hollow - the specific accuracy of the deck styles doesn't matter.

If you really care about it though, it makes sense to me to have faction-specific internal deck shader patterns. Terran ships could have the typical stack of decks with bulkheads scattered about; Vasudan ships might look more organic (see the Psamtik main hall); Shivans meanwhile would be all angular and hive-like (or whatever).

Again, though, don't you think it's going to look weird when ships with large internal cavities like UEF frigates or Cordi motherships suddenly turn solid when exploding?

 

Offline LordMelvin

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
<fanwank>The ship isn't turning solid, that's random debris from elsewhere in the hull that got blasted into the relevant internal cavities.</fanwank>
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Offline Aardwolf

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
If anyone could get us geomod it would be Valathil.

There's already been some discussion in the "Visible damage on ships" thread... Pottuvoi linked to a handful of papers on the stuff.

As Nuke and I have said, stencil buffer magicks. Well, here be wizards.  :yes:

 

Offline pecenipicek

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
it can be a pre-modeled set specific to whatever ship (or species of ship) happens to be blowing up. not necessarily part of the ship model. i mean this cross section can have girders sticking out, split open decks, etc, and can be textured and glow mapped as if it was melting or whatever. you use a set so you dont get bored looking at the same cross section each time another section of ship blows up. of course they would be visible for a very short period of time and you might not even notice with all the explosion goodness going on.
stuff like blackwolf's (i think its his, dont kill me if it aint) modular girder/station pack might come in handy here actually.


still, i believe that the programatic part behind that will be a sodding mess to set up.
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Offline Bobboau

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
Again, though, don't you think it's going to look weird when ships with large internal cavities like UEF frigates or Cordi motherships suddenly turn solid when exploding?
yes, this would look weird, but less weird than them appearing to have no inside what so ever.

this problem could be partially addressed by having massive amounts of debris particles.
« Last Edit: April 17, 2012, 10:47:02 pm by Bobboau »
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Offline Nuke

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
actually with stincil buffer majics you could probbibly apply cross sections only to parts that arent modelled hollow. if your ship had a hollow center, it should be theoretically possible to only fill those areas that are not voids. as the polygons from the interior will be in front of areas that are supposed to be filled with the cross section, all the data you need for this should be in the z buffer and stencil buffer, fragment shader stuffs.
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Offline Spoon

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
Ya'll sound like backseat coders to me
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Offline Dragon

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
Both Nuke and Bobboau are coders, who brought a lot to the engine. Nuke improved particle system, Bobboau implemented animation code.
I don't see how they're "backseat coders".

 

Offline Nuke

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
Ya'll sound like backseat coders to me

i admit that my code fu is not strong. i can do some opengl stuff, but nothing fancy, elaborate, or modern. i have done a few minor features and bug fixes within the engine as well. and i kind of loosely understand the techniques i have discussed. i however do not yet have the skills necessary to implement them. dont think of it as me demanding such and such feature. its more about stirring up discussion on techniques that may be used to improve the feature. this is more or less of a learning experience for me to have this kind of discussion with the wizards.

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Offline Bobboau

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Re: Shader Based Dissolve as Enhancement for Capship Explosion Clipplanes
yeah, I only implemented the entier hardware transformation and lighting engine that is the foundation for everything going on here in this thread, granted that was like 7 years ago, and it wasn't great.
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