Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Starks on December 23, 2003, 06:11:59 pm
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http://www.vionline.com/newtek/0106/cloak.html
I think the link speaks enough inspiration to the people that made our cloakmaps. MAKE EM BETTER!
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Mmm, Defiant
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How about refractive active camoflague?
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Anyone with Lightwave brave enough to update our crappy "cloaks"
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[color=cc9900]I can't d/l the avi from that site, so I have no idea what it looks like. However, what you're looking at there is basically something that would have to be employed in a scripting layer in FS2, one of which doesn't exist, because it's a dynamically-change-things-that-normally-don't-change jobbie. And I quite like our current ones.[/color]
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Then we need a color shifting translucent targa instead of the current one.
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Could a scripting layer be implemented?
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[color=cc9900]One may be implemented in this Ferrium idea, but not in FS2. I say scripting layer because I don't think this cloaking would need to be part of the main codebase.
I believe that, and correct me if I'm wrong, the implementation of 32-bit ani files will be the next stage in making cloaking look better. So just sit back and relax, and it'll happen someday. I don't think dynamically changing the existing textures is necessary for anything except renders.[/color]
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Proper cloaking requires, in my opinion, being able to modify the avatar of a ship in real time. This is a perfect example of a subsystem that could be implemented in a scripting layer.
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i'm thinking about doing it like it is in Halo. I actually got the idea from Fry_day before i even played the game. I figure do that and combine it with the current cloakmap would make some nice effects
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Too bad nvidia doesn't support it as far as I know.
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I was thinking about useing screen space texture coords and a texture matrix to get an interesting cloak effect, would have to render the background to a texture first though.