"Predator Effect" Decloak
Moderator: Moderators
"Predator Effect" Decloak
... just a random idea... might be a pain to code. But I was thinking... for those of us whose cards can support shaders... it might be really kewl to have decloaks sort've have a watery, wavy effect, fading the unit in over a half-second or so.
While I'm at it... writing the code for that could also provide the basis for code that would visually show graphics on the outside of a unit... we could use it for blood stains, electrical shock graphics that appeared when a unit is hit by a paralyser, and other stuff... after all, the main trick is doing the per-polygon render of the shaders, right? After that, it's just what shader we're using... hmm...
While I'm at it... writing the code for that could also provide the basis for code that would visually show graphics on the outside of a unit... we could use it for blood stains, electrical shock graphics that appeared when a unit is hit by a paralyser, and other stuff... after all, the main trick is doing the per-polygon render of the shaders, right? After that, it's just what shader we're using... hmm...
- Drone_Fragger
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- unpossible
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
And I wanted them to put the new water renderer on the shields so that they ripple and deform when things hit them; but it's unlikely that that will happen either 
There are plenty other issues with cloaking that need to be dealt with first, such as allowing people to control it via the script, the ability to make special 'detector' units which immediately uncloak other units within their vicinity, as well as the ability for cloaking units to spot other cloaking units (which they don't currently).

There are plenty other issues with cloaking that need to be dealt with first, such as allowing people to control it via the script, the ability to make special 'detector' units which immediately uncloak other units within their vicinity, as well as the ability for cloaking units to spot other cloaking units (which they don't currently).
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
o_O
I need a 'detector unit' so that I can make the Sithlord immediately decloak the Jedi Master if it is the vicinity, as that unit is capable of both stealth and cloak, which means it is almost invisible until it attacks. A good counter to that would be having a Sith in the area.
cloaked units spotting other cloaked units is necessary for 1944, where all infantry cloak to represent their ability to use cover. However, because they all cloak, they can walk right by each other on occasion, as well as a number of other frustrating things.
Obviously, some people might want cloaking units to be unable to spot other cloaking units, so this would have to be optional.
I need a 'detector unit' so that I can make the Sithlord immediately decloak the Jedi Master if it is the vicinity, as that unit is capable of both stealth and cloak, which means it is almost invisible until it attacks. A good counter to that would be having a Sith in the area.
cloaked units spotting other cloaked units is necessary for 1944, where all infantry cloak to represent their ability to use cover. However, because they all cloak, they can walk right by each other on occasion, as well as a number of other frustrating things.
Obviously, some people might want cloaking units to be unable to spot other cloaking units, so this would have to be optional.