Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Legate Damar on July 22, 2012, 02:16:26 pm
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I have a ship that looks decent in-game (as in, looking at it from the outside as the player, or looking at a non - player ship up close) but in the targeting box it looks completely hideous and ridiculous.
Is there any kind of quick/easy fix for this?
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IIRC the target box uses LOD1 by default. There might be a ship table entry to force LOD0. Go look in the wiki.
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Thank you, that seems to have resolved the problem. Still could look better, but it'll do for now.
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If it could still look better then you're going to have to redo the texture for the entire model LOL.
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Yes, I'm aware of that.
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You can use a custom shader for the targetting box, keep in mind.
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You could make them wireframes too :P
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You can use a custom shader for the targetting box, keep in mind.
Please elaborate
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You can use a custom shader for the targetting box, keep in mind.
Please elaborate
It's a 3.6.15 feature: http://www.hard-light.net/wiki/index.php/Hud_gauges.tbl#.24Targetbox_Shader_Effect: (http://www.hard-light.net/wiki/index.php/Hud_gauges.tbl#.24Targetbox_Shader_Effect:)
Although, why it's not grouped with the +Target Monitor gauge option, I have no idea.
Edit: Correction. The reason it's not grouped with the +Target Monitor is because it is a global option applied to all +Target Monitor variants, since it would look a bit ridiculous to have this sort of option unique to certain ship classes.
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You can use a custom shader for the targetting box, keep in mind.
Please elaborate
It's a 3.6.15 feature: http://www.hard-light.net/wiki/index.php/Hud_gauges.tbl#.24Targetbox_Shader_Effect: (http://www.hard-light.net/wiki/index.php/Hud_gauges.tbl#.24Targetbox_Shader_Effect:)
Yeah, but keep in mind that if you want to use that feature then it means you have to ship your own shaders with your mod. Which is something not everyone wants to do.
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And something that makes coders sometimes bang their heads against the walls (for example, when everyone was testing Valathil's new features on WiH, that has its own shaders that overrides the built-in we were supposed to test :p).
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Which would be easier, doing this shader thing or retexturing the model?
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Which would be easier, doing this shader thing or retexturing the model?
Doing the shader override would be the easiest thing to do, but re-texturing the model will be more consistent across different shaders AND probably would look even better than what you've got now.
:)