Unit dirt texture Idea/Brainstorm - Page 2

Unit dirt texture Idea/Brainstorm

Requests for features in the spring code.

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Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Unit dirt texture Idea/Brainstorm

Post by Warlord Zsinj »

That's correct, GMN.

However, in the sake of saving memory, and in terms of intelligent use of time, I wouldn't actually have a custom damage texture for every unit (though it would be perfectly feasible). I'd more likely have a handful of 'busted' generic textures that would be overlayed as you describe. That saves there having to be double the amount of textures (well, they wouldn't be the same size).
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Unit dirt texture Idea/Brainstorm

Post by Guessmyname »

Eh, I figured how many damage maps were used would be up to the content creator anyway.

So, is anyone planning/willing to have a stab at this?
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Re: Unit dirt texture Idea/Brainstorm

Post by Zpock »

The best way would be to simply make your own shader in LUA and render the unit trough that, then you can have whatever textures you want doing different things. I'm thinking about adding something like this to my md5 project.
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