Author Topic: so... the decals  (Read 5215 times)

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Offline Bobboau

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a lot of people have been commenting on environment mapping lately, but each of the recent ENV builds also has a far advanced version of the decal code it in it, though table changes and additional data files are needed. so I'm going to atach what you need and you can use any of the recent env builds to test it out.
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Offline Starks

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You know the Golden Rule... No screenies, no downloads.
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Offline Lightspeed

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*downloads*
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Offline Janos

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Hum...
What's the latest ENV build? :nervous:
lol wtf

 

Offline Roy fokker

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well these are kinda old but you get the idea







Roy Fokker
Mission designer for  Inferno and Wing Commander Saga

 

Offline jdjtcagle

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Very nice, is it compatible with lightspeeds weapons??
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Offline Roy fokker

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i believe so but i'll have to check it again cause these screenies's where done when bob did the first decal
Roy Fokker
Mission designer for  Inferno and Wing Commander Saga

 

Offline Fineus

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Say, I realise it's another set of textures to load but is it possible to have a different damage decal per weapon?

 

Offline Roy fokker

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yer if you made different decals for different weapons like a massive burn hole where a beam has it, but its a little limited at the moment but i don't know you'd have to ask bob about it, he know more than i do
Roy Fokker
Mission designer for  Inferno and Wing Commander Saga

 

Offline Fineus

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I can't see why not... if you can have a decal hit a ship you can have it specified that...

If that weapon is a Subach, use texture decal_subach.pcx
If that weapon is a Kaser, use texture decal_kayser.pcx
If that weapon is a "anything else", use texture decal_default.pcx

I'm no coder - but you see what I mean.

Just chucking the idea in the air for anyone to catch / make of it what they will. I don't plan to do this and I don't want to distract people from whatever else they're doing :)

 

Offline Taristin

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I think you can specify which decal each weapon uses, can't you? So you don't need to have it coded...

Code: [Select]

$decal:
+texture:
+radius: 3.0



See? You can specify each decal on an individual basis.
Freelance Modeler | Amateur Artist

 

Offline Fineus

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Oh. Great. Well thats nice isnt it :D

 

Offline Roy fokker

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Quote
Originally posted by Raa Tor'h
I think you can specify which decal each weapon uses, can't you? So you don't need to have it coded...

Code: [Select]

$decal:
+texture:
+radius: 3.0



See? You can specify each decal on an individual basis. [/B]


na thats just  for what decal your using you ned to put that at the end of every weapon that will use a decal, so here's an extract from bob wep table on one decal


; Sidearm - Dogfight version
;
$Name:                                  @Subach HL-D
+Title:                                 XSTR("GTW Subach HL-7", 3246)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 3 Shield Damage", 3247)
$end_multi_text
+Tech Title:                XSTR("Subach HL-7D", 3248)
+Tech Anim:                     Tech_Subach_HL-7
+Tech Description:
XSTR(
"The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 3249)
$end_multi_text
$Model File:                           none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap:                        newglo9
@Laser Glow:                        2_laserglow03
@Laser Color:                        250, 0, 0
@Laser Color2:                        0, 0, 250
@Laser Length:                        10.0
@Laser Head Radius:                   0.90
@Laser Tail Radius:                   0.90
$Mass:                              0.2
$Velocity:                           450.0         ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                         0.2            ;; in seconds
$Damage:                           15
$Armor Factor:                        1
$Shield Factor:                      1
$Subsystem Factor:                     0.3
$Lifetime:                           2.0            ;; How long this thing lives
$Energy Consumed:                     0.20         ;; Energy used when fired
$Cargo Size:                        0.0          ;; Amount of space taken up in weapon cargo
$Homing:                           NO
$LaunchSnd:                         76            ;; The sound it makes when fired
$ImpactSnd:                         85            ;; The sound it makes when it hits something
+Weapon Range:                        100000         ;; Limit to range at which weapon will actively target object
$Flags:                            ("player allowed" "stream")
$Icon:                              iconSD4
$Anim:                              SD4
$Impact Explosion:                     none
$decal:
   +texture:   bullethole01_A
   +radius:   2.0


so the decal goes at the end with what ever decal your using
Roy Fokker
Mission designer for  Inferno and Wing Commander Saga

 

Offline Taristin

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Well yeah. I was just showing that every weapon can have a different decal.
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Offline Roy fokker

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well of course you can i would be pretty useless if there was only one decal
Roy Fokker
Mission designer for  Inferno and Wing Commander Saga

 

Offline Lightspeed

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If this works properly here (still have to test) I'm gonna give some decals a go, maybe. :)
Modern man is the missing link between ape and human being.

 

Offline Bobboau

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new decal textures would be good, cause currently I have simply ripped them directly out of red faction, try to keep the total set to a minimum (ie don't make a seperate decal texture for each individual weapon) but some diversity is good.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
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I'm worried that something bad is about to happen so I just uploaded my codebase
http://freespace.volitionwatch.com/blackwater/code_5-14-04.zip
didn't want to commit becase I didn't want to put it in the CVS untill well after 3.6 relese, someone DL this just in case VW goes down again too. or if you want to see how I did things (and this would help you)
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Taristin

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Although pure code will confuse me, I'll DL it and look anyway. Maybe I can actually learn something from it.

Edit:
Code: [Select]
//sorce file for decals-Bobboau
//and no, I don't have any idea what I'm doing


:lol:
« Last Edit: May 14, 2004, 10:42:59 pm by 273 »
Freelance Modeler | Amateur Artist

 

Offline Trivial Psychic

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Here's a thought.  Its already been discussed about the possiblilty for having different dammage decals for different weapons, but is it possible to have a glowmap for the texture as well?  For example, I see beam weapons puncturing the outer hull and hitting some of the internal electronics.  The standard dammage decal (much larger of course) would be applied for each weapon hit leaving a scar on the hull, which would have a glow map tiled along the scar at the center of each hitmark, indicating the exposed power conduits & such.  Combining this with localized hull lightning (like when a ship gets below 25% hull or so) would be cool, but likely harder to impliment.  Is any of this feasable?

[Edit]
Now that I think about it, a glow ani would be better than a standard glowmap, to give variations in the glow intensity for the exposed internals.[/Edit]

Later!
« Last Edit: May 15, 2004, 01:36:17 am by 1268 »
The Trivial Psychic Strikes Again!