Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Colonol Dekker on July 08, 2009, 05:00:12 pm
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Basic enough premise, similar in execution from fred to the Fade-in or out SEX-PEE. Specify a target and time it takes to fade, with a specidfied percentage from 0% to 100%.
What i wondered is how diffulty or feasible it would be to put into practice?
Please don;t misinterpret the first sentance, i am not assuming or saying that the feature is a zing-blitz-wallop tada finished matter. Hence my topic asking how much trouble it would be. Thanks for the time and effort people.
Much appreciated, also RC3 is FRICKIN SWEEEEEEEEEEET!
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Do you mean like a cloaking-device type fade-in?
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Not really although thats one of the things it could be used for. All i'd need is an alpha percentage and I could use chains to repeat if the timer is too much hassle.
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But you are talking about transparency, correct?
If so, that might be a problem, because adding transparency to something that isn't normally transparent will seriously mess stuff up as far as the polygon sorting/depth-buffer order goes.
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Hmm, ok ;) No problem.. Maybe a few years down the line,........... :nod:
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Well, if your fading the whole model to zero, you could probably get away with being able to see opposing normals for a few seconds, and just set it so that if the transparency is 1, don't render the ship.
That said, writing it in English isn't quite the same as writing it in C++ ;)
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I gotta say, i'm so glad i can't code..........yet :nervous: I tried Darkbasic years agoi and Variables screwed my head up. Fred with KArajormas help clarified that point. And now the AGS engine is helping me get around functions..
Slowly slowly catchy monkey. :)
Back on topic, cheers for the heads up. If this will be too much trouple i'll have to resort to Adobe after effects. :mad:
No worries anyway. Thanks again ultra cool SCP doods
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you should try lua, i find it less frustrating than other programming languages.
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One possible way to do it would be to do two passes.:
First pass, don't change the color at all, but do depth buffer testing and writing, so you can find the closest fragment to be drawn.
Second pass, draw the model with depth testing. It can then be translucent, and only the closest polygons will be drawn.
Note, however, that if you wanted to generalize this technique, you would still need to sort the translucent objects.