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

Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Starks on December 23, 2003, 06:11:59 pm
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!
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: diamondgeezer on December 23, 2003, 06:29:50 pm
Mmm, Defiant
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Starks on December 23, 2003, 06:33:48 pm
How about refractive active camoflague?
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Starks on December 23, 2003, 06:43:06 pm
Anyone with Lightwave brave enough to update our crappy "cloaks"
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Odyssey on December 23, 2003, 06:59:38 pm
[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]
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Starks on December 23, 2003, 07:33:16 pm
Then we need a color shifting translucent targa instead of the current one.
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Starks on December 23, 2003, 07:46:25 pm
Could a scripting layer be implemented?
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Odyssey on December 23, 2003, 07:52:30 pm
[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]
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: mikhael on December 23, 2003, 08:22:19 pm
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.
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: phreak on December 23, 2003, 08:45:28 pm
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
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Starks on December 23, 2003, 09:17:22 pm
Too bad nvidia doesn't support it as far as I know.
Title: Cloak and Dagger: Idea to update our crappy cloakmaps...
Post by: Bobboau on December 23, 2003, 09:26:58 pm
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.