Re: Random WIP
Posted: 18 Jun 2011, 13:21
Do want!
Btw, does that mean progress on ROAM again?
Btw, does that mean progress on ROAM again?
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
Beherith wrote:Having your cake and eating it too:
ROAM with LOS map plugged into the SSMF shader.
Obviously it is a catapult for launching rabid badgers.MidKnight wrote:So guess what.
I had 4 whole hours of free time today.
HUZZAH!
So apparently ZK needs new superweapons.
How's this look?
Unfinished, of course.
Beherith wrote:Having your cake and eating it too:
ROAM with LOS map plugged into the SSMF shader.
LOS is represented by saturation, and radar coverage is represented by static noise. So areas that dont have radar coverage look like they have bad TV reception. Also, LOS areas dont get static noise, only areas without LOS or under jammer cover. Shadows rendered as well ofc.
Static noise not apparent on screenshot, looks nice and subtle ingame though.
Very nice job. I particularly like the desatured color for unseen area and bad reception for radar uncovered ones.Beherith wrote:Thanks goes to Kloot, for shaderifying the entire map rendering pipeline, and jK for the static noise thing method I lifted from his fog shader.
What do you think about using desaturation for representing areas not under LOS?
They already can, depending on your exact wishlist (as with any other file in a VFS archive, <game.sd{d,p,z,7}/shaders/*> will take precedence over base-content versions of the same name).FLOZi wrote:Best thing would be to make it all lua accessible so different games can supply their own shaders
Ah I see, this may be the 'Achilles knee' of it.aGorm wrote:Not to say this isn't the best thing since sliced chorizo Beherith, but what would be the odds of also desaturating the features out of los?? Then it would be even more epic.
aGorm
Sweet! Time to learn GLSL.Kloot wrote:They already can, depending on your exact wishlist (as with any other file in a VFS archive, <game.sd{d,p,z,7}/shaders/*> will take precedence over base-content versions of the same name).FLOZi wrote:Best thing would be to make it all lua accessible so different games can supply their own shaders
Looks nice. I hope it is modular to the extent that a shader can be specified for all permutations of Radar, LOS, ALOS, Jamming and Sonar. Different sensor maps can be important in different games. For example a fantasy game might not even use radar and dislike the static effect with the fantasy setting. Another game may have a lot of usage of cloak without stealth which would make knowing your radar and los overlap important.Beherith wrote:ROAM with LOS map plugged into the SSMF shader.