Author Topic: Decal-Based Shielding  (Read 1597 times)

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Offline Trivial Psychic

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Decal-Based Shielding
In a thread in the Moding Forum, I mentioned the decal-based shield rendering system, and Bob commented that it could be implimented sooner that one would expect.  I do however, have some more questions regarding this, and I thought I'd avoid hijacking the original thread any further.

When this system is implimented, will it completely replace the current pof mesh system, say activated with a command line flag (similar to -ship_choice3D), or will it simply use the system for any ship (indicated in FRED as posessing shields) that doesn't already have a mesh already?  Although the first option would probably be easier to impliment, the second would give greater possibilities for campaign designers.  For example, your plot involves a capship with shields, whose weakness is that the shield "bubble" gives space so that an attacker can fly though and make an attack at close range.  The decal system, IIRC, follows the ship's contours, so such spaces would not exist.  If the second solution were implimented, then most ships would use decal-based, but a special mesh could be made for such cases.

While I'm on the subject, I'd submit that decal-shields, once fully introduced, should go hand in hand with FRED check-boxes and/or sexps to override and restore subsystems to a model... if that's possible.  For example, in a post-FS2 campaign, GTVA ships get shields, but not until part way through the campaign.  These ships require shield control subsystems, which are incorporated into existing warships, once the technology becomes available.  Now, instead of having to have 2 models and 2 table entries, one of each with the shield subsystems & hitcount, one without, you would only need one model and table entry.  You'd then have a FRED check-box and/or sexps, which would tell the game to ignore that subsystem, the shield subsystem in that case, for that mission only.  A sexp to reactivate that subsystem, would allow a mission where the shields are installed in a ship, during the mission.

Finally, as engine subsystems, when destroyed, result in a ship coming to a stop, it would help alot if shields (on anything with a shield subsystem) were directly controled by their subsystem(s).  If the shield subsystem or subsystems are knocked out, the shields go down.  Consequently, if a ship has say 4 shield subsystems and all bit 1 of them are knocked out, then the shields regenerate themselves at a slower rate than if 2, 3 or 4 of them were operative.  Perhaps, each subsystem would have a recharge figure, like the wash figure for engines, so that you could have a main generator that has better figures than the 3 other secondary generators.

Man, that turned out longer than I had planned.  These are not immediate requests, I'm just trying to get people thinking of this.

Later!
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Offline WMCoolmon

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How about a ship flag to use a decal_shield in any case?
-C

 

Offline Bobboau

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um... I was thinking more along the lines of sort of a second sheild, but it hits your hull and has an energy effect along the plane of the poly it hits.

the subsystem thing is totaly unrelated to this, but yes it does need to be done sooner or later.
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Offline Nico

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To me, it should just be applied to ships that have a shield entry but no shield mesh. Easy, efficient.
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Offline Trivial Psychic

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Quote
Originally posted by Bobboau
um... I was thinking more along the lines of sort of a second sheild, but it hits your hull and has an energy effect along the plane of the poly it hits.


Not possible to have the decal-shield rendered a bit off the hull eh?  The distance from the hull would have to be proportional to the size of the ship, since 10m on a cap-ship might look right, but on something like a Ulysses it appear quite out of place.
The Trivial Psychic Strikes Again!

 
Quote
Originally posted by Trivial Psychic


Not possible to have the decal-shield rendered a bit off the hull eh?  The distance from the hull would have to be proportional to the size of the ship, since 10m on a cap-ship might look right, but on something like a Ulysses it appear quite out of place.


If you wanted to do that it would look silly unless you altered the collision hull as well (shots would impact on the hull but the shield impact would render above it).

 

Offline Nuke

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kinda like have a z value so that the effect is rindered abit off the hull. this is similatr to the way tachyon handeled capship shields.
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Offline KARMA

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Quote
Originally posted by Nico
To me, it should just be applied to ships that have a shield entry but no shield mesh. Easy, efficient.

agreed, some of us will use it as main shield effect rather than the original