Author Topic: what I was doing over the break (materials)  (Read 34905 times)

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Offline StratComm

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what I was doing over the break (materials)
What if you want the same texture to map to different armor types on different ships?  There's really no way to designate a material "hard" or "soft" simply by its looks or file name, but you could either a) assign it a special material (which I worry about because then you have (number of material types) * (types of armor), i.e. tons of duplication) or b) give each map a special additional map where each region that was supposed to behave differently could be mapped to a different color.  I don't particularly like either of these solutions because they move damage application from the colission check into the materials handler, which sounds like a can of worms that's better left unopened.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Bobboau

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what I was doing over the break (materials)
most textures only get used on one ship, and there is not a  one to one coralation between textures and materials, the same materials gets used dozens of times with diferent textures all over the place, right now each ship has an index to wich armor to use (if I understand the system corectly) what I'm saying is move that index to the material system, then in the colision check system (wich already has the ability to determine wich material was on the poly that got hit) and instead of shipp->armor_type you type material->armor_type I'd rather have WCM talk about this though because I'm realy talking out my ass when it comes to his system. but as far as I'm aware it wouldn't be had to have tougher materials than others.
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Offline Carl

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what I was doing over the break (materials)
pics now.
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Offline Taristin

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what I was doing over the break (materials)
Pics don't show it very well.
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Offline Drew

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what I was doing over the break (materials)
so basically all that stuff in the table tells it to _just_ blink the glowmaps on and off? snap
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Offline Bobboau

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what I was doing over the break (materials)
arggg, no, !
that was  a blink of effort, play with the damned thing and see what you can do.
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Offline WMCoolmon

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what I was doing over the break (materials)
Right now, it's basically a table that's indexed.

All I'd need to do to change armor type on a per-material basis would be to have an int stored with the material, and some way to tell which material was hit.

I'm going to be revamping the system if I work on it anymore, to be easier to use in the ships and weapons tables, so all you really need for the materials table would be to add something like this:
Code: [Select]
char buf[NAME_LENGTH];
if(optional_string("$Armor Type:"))
{
     stuff_string(buf, F_NAME, NULL);
     mat_pointer->armor_type = get_armor_by_name(buf);
}


And - of course - some way for me to retrieve what material type to grab the armor_type value from in ship_do_damage.

I'll have to revise some of the member functions but it should be possible
-C

 

Offline Taristin

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what I was doing over the break (materials)
I would, but this is all waaaay over my head. Despite your explanations. :(
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Offline Bobboau

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what I was doing over the break (materials)
Quote
Originally posted by Raa
I would, but this is all waaaay over my head. Despite your explanations. :(


no, no it is not, it is not so far over your head that you can't just randomly change things.
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Offline WMCoolmon

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what I was doing over the break (materials)
Hmm, material editting capability in the lab would be very handy.
-C

 

Offline Taristin

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what I was doing over the break (materials)
Quote
Originally posted by Bobboau


no, no it is not, it is not so far over your head that you can't just randomly change things.


Err. I wouldn't know what can be changed and what can't. 's why I model and not code.
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Offline Bobboau

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what I was doing over the break (materials)
Quote
Originally posted by WMCoolmon
Hmm, material editting capability in the lab would be very handy.


that might be dificult, as it relys on state blocks.
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Offline Flipside

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what I was doing over the break (materials)
It's a learning curve Raa. If you looked at what is needed to mod the SCP these days, and you hadn't been along for the entire ride, it would seem pretty daunting.

Same with this, I don't understand it, but I'll tweak and learn from my mistakes, just as I did with every other aspect of modding FS2, and eventually get the hang of it. Don't underestimate yourself ;)

 

Offline Taristin

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what I was doing over the break (materials)
Well, I rejoined this community when glowmapping was implemented. Then HTL. And Spec. And Env. But those were all easy to grasp. As soon as I have to learn new code for something, it instantly becomes 17x harder. :(

I think I'll wait for someone else to learn it, and keep asking them questions...
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Offline Bobboau

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what I was doing over the break (materials)
start with the render steps, specificly args and opps, that is probly the most important, and easiest to grasp, especaly if you have photoshop experience.

this is a complete documentation on the stage opperations
and this is complete documentation on the arguments

just remember it's two arguments put together by one opperation, you select all three of these.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Flipside

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what I was doing over the break (materials)
Bookmarked, thanks :)

I'll work through them alongside the tables and play a bit, see what happens :)

 

Offline Nuke

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what I was doing over the break (materials)
its not to dissimilar to material scripts ive used in other games, but i still dont know enough about how rendering works to make anything spectacular at the moment. also i need to figure out why your glow test doesnt work. but i got 2 more days to figure it out.

one thing id like to do is make a glow map and overlay that with a diufuse map with transparency. you can do stuf like have the gas iin the gas compartment of a gas miner look as iff its moving within the vessel.
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Offline Kosh

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what I was doing over the break (materials)
Like the Anuket?
"The reason for this is that the original Fortran got so convoluted and extensive (10's of millions of lines of code) that no-one can actually figure out how it works, there's a massive project going on to decode the original Fortran and write a more modern system, but until then, the UK communication network is actually relying heavily on 35 year old Fortran that nobody understands." - Flipside

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Offline Nuke

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what I was doing over the break (materials)
yea, also you could make vasudan bioplating alittle bit more lifelike, make it look like skin with flowing veins and such beneath. also you can do tbp vorlon and shadow plating. that would be cool :D i just wish i could get it to work. it may just be my video card is too old to support it.

can you use two diffuse maps in a single material?
« Last Edit: May 02, 2005, 06:59:25 am by 766 »
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Offline Bobboau

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what I was doing over the break (materials)
yeah, but at the moment you don't have any way of loading textures other than: defuse_name, defuse_name-glow, defuse_name-shine. so you'r stuck with them as texture 0,1, and 2 respectively, and you can't realy make materials and apply them like you should just yet, everything gets assigned a material based on what textures can be loaded, when I get the basic material system done, I'll make a new data chunk in the model file giveing you total controle over the situation.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together