
Shield meshes
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Re: Shield meshes
I'm gonna go away and think about this...


Re: Shield meshes
This may or may not help:FluffyFreak wrote:How do people do that effect? I don't know how to do it.
http://luomu.github.io/pioneer/shippainter/
Press "hit me". Then view source to read the shader :)
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Re: Shield meshes
Yeah I've been looking at that and some discussions online but generally you're looking at an end result and having to work backwards, my brain was just too damned tired last night :)robn wrote: This may or may not help:
http://luomu.github.io/pioneer/shippainter/
Press "hit me". Then view source to read the shader :)
Now I have to wait to finish work before I get to play again!!! Stupid jobs! ;)
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Re: Shield meshes
I've been working on this but nothing more to show for it yet.
Going away to visit family tomorrow as well so it'll be another week (at least) before I get another chance to do anything.
Don't worry though, work progresses! :)
Going away to visit family tomorrow as well so it'll be another week (at least) before I get another chance to do anything.
Don't worry though, work progresses! :)
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Re: Shield meshes
Woo! Got a basic hit effect going on in the modelviewer mode, now just need to get it working in the main game part.
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Re: Shield meshes
My brain is tired, but it looks like I'm now transforming the shield impacts into the models local coordinates correctly.
So far the only issue is that the hit impact happens on the collision mesh rather than the shield mesh so the impacts only show up where the shield is close enough to the collision mesh :(
Looks like I'll need to do collisions with weapons against the shield when it's available/active.
Then disable the shield and use the ships collision mesh once it's failed/off, but only for weapon hits of course.
So far the only issue is that the hit impact happens on the collision mesh rather than the shield mesh so the impacts only show up where the shield is close enough to the collision mesh :(
Looks like I'll need to do collisions with weapons against the shield when it's available/active.
Then disable the shield and use the ships collision mesh once it's failed/off, but only for weapon hits of course.
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Re: Shield meshes
Well, this is some tricky shit.
The collision system has fought me to a standstill for the time being, and getting latest with a really messy merge, changes from ScopedPtr to std::unique_ptr and the dynamic collision geometry and I'm stuck again.
This thing is just really fucking hard at times :/
I'll take a look again another day but suffice to say it is progressing just frustratingly slowly.
The collision system has fought me to a standstill for the time being, and getting latest with a really messy merge, changes from ScopedPtr to std::unique_ptr and the dynamic collision geometry and I'm stuck again.
This thing is just really fucking hard at times :/
I'll take a look again another day but suffice to say it is progressing just frustratingly slowly.
Re: Shield meshes
Might be time to cut your losses? Could we just add the visuals for now and work on collisions later?
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Re: Shield meshes
Yeah, I'll have to pull some stuff out and we won't have the shield hit effects... well, we could partially... sort of.
I'll take a look at simplifying it and adding the hit effects in a 2nd pass. I'm just not getting long stretches to work on it when I might figure things out, just bits n' bursts like now in my lunchbreak ~20mins at a time.
I'll take a look at simplifying it and adding the hit effects in a 2nd pass. I'm just not getting long stretches to work on it when I might figure things out, just bits n' bursts like now in my lunchbreak ~20mins at a time.