Author Topic: Poor man's cloaking  (Read 6289 times)

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Offline Starman01

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Good one Goober. I first thought the animation was simply to short (which would mean making more frames for a longer animation ) That will save me a lot of work. :)
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Offline Goober5000

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An idea might be, why not allow both? Let the AI ships have the "instant on" cloak and (should a mission or campaign evolve around the usage of cloaking) the players ship after "aquiring" the technology (imperfectly, of course) have it do the effect in the video. Or would the effect in the video even still be possible?

The cloaking effect is entirely dependent on the animation.  If you want a flicker, you can have a flicker.  My fix just makes the animation do what you intend it to do.

 

Offline Colonol Dekker

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Is the animation a fade/flicker to an alpha channel?
V nice effect but i would like to see the specs/readme so i can have a go at makin an effect if poss many thanks :D
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Offline Cobra

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make 2 effects, something for Freespace and the wavy thing in Star Trek. :nervous:
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Offline WMCoolmon

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any chance you could to the same thing with texture replacement or render to texture? with scripting you  take an existing ship texture, and then adds an alpha chanel (or modifies an existting alpha chanel). the script would slowly fade the alpha chanel to the desired opacity. with texture replacement you could have a series of textures, each with less opaque alpha chanels, and slowly go from one to another to another.

I think so. Just make a new texture, assign it to the ship's slot. Then every frame, clear the texture to black, and redraw the original texture on it with a decreasing opacity value. (gr.setOpacity()).

EDIT: Actually, that's incorrect. You'd need to completely clear the texture to...completely clear. Not sure how you'd go about doing that, though, hmm.
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