Texturing for the "WorkInProgress" Green of Units&

Texturing for the "WorkInProgress" Green of Units&

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Texturing for the "WorkInProgress" Green of Units&

Post by PicassoCT »

This Thread is about three Requests:


For the Topic:
Of most of the Effects the Players see in Spring, the Buildingeffect makes about 50 % so those Nanos are watched alot. Time for a Rework, always with the Target in Mind - letting it look better, with the OldTA Effect left intact.

Here is a 7z file including two videos - one of a "animated" Texture, One as Show of How it would/should look like:

http://www.bestsharing.com/files/Gt50PJ ... x.sd7.html

PS: The NanonTexture is only a Try - and inspired by the Apfelmannformula and DNA-Transcription it is far away from the perfect Loop thing i would have liked to get.


First Request:
Allow it to add black& White Animated GlowMaps (one in the VideoExample) that show in Fractal Animation what those Nanos turn into. They don`t need transparency, they should be limited in Size & Length - and they should be easy replaceable by the Modmakers. The Texture should be placed by Face (2 Tris ).
Black & White for the Diffrent Nanocolours to work with.
And of course better looking as in the Example- that failed especially if it comes to loop.

But why a Video or AnimatedTexture? Doesent that scream of Memorywasting ? Couldn`t even the worst Programmer create something more beatuiful with lower Performancewasterate. He/She could, but not every Modder, not every Artist out there. The Spring Mappingsystem is that much used & Loved because you never ever have to take scripts & or code into your Hands.

A Image
Image


Second Request:

Pulsating Rythm for the Building/Unit under Construction. A Mod configureable Rythm in wich the Under Construction Building/Unit is pulsating between the "OldTA" stylish NanoGree and the Animated GlowMap. The Modmakers should be able to deliver the Pulserate, intensity and lasting of one Pulse. That way - a Analyzing AI could provide a faster Pulse once you went into Ressource Trouble or have a Battle closer to your Base..

-> Bad Example is visible in the second Video in the sd7


Third Request:
A Black/White Mono (like we have it for Feature Alpha) Texture that uses the Reflections (we already have for existing Units) to draw a Skeleton on the Units currently Built on. Allows Moders to use a Terminator 1000 LiquidMetalleffekt, so if somebody is not happy with the Nanostyle at all - this would be a good Alternative.

A Image of how a Alpha could look like:
Image
There is also at the End of the Second Vid a ShortGlance on the MetallAlpha.

Thx for Reading and Replying
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

You can already script your own build effect. Beyond that I'd say give an option to have the alphatest threshold of the unit go from 255 to 127 over the course of the construction (which would be pretty versatile).
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Wait, we can script how things are built?..

Can we completely overhaul it? Like an animation and everything?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

If i get it right we already have something that can be scripted, but i want somethinge everybody (who can create a loopingVideo) could contribute. Just take a look at the shorter Vid - if it is possible, why don`t i see this "Cometogether"- buildsomething up- compressMetall&Matter" Effect in one of the Spring Mods ? And as for Buildeffects - i only know AFs Nanocolourchange and ARGHS Blobs Effects (which are pretty cool by the Way).
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

There are lots of other things I could have done, btw. That was just an example. I just needed a controllable FX system that could be run from scripting first. I think you could pretty convincingly create a lot of TA-like FX that were a big improvement on the current ones in Spring, if you wanted to and knew how.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Including Animated Textures ? :D
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Please tell me this animation is 1hour+ long... 83MB... le sigh
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

This Animation is four Seconds long - 1024x1024 and 26 Mbs (le sigh, i agree) - the remaining rest is made of a Demonstrationrendering in 3dsmax (le High) and has 124 Mbs

Come on Argh - just because it is not made of C++ it doesen`t have to be completely made of fail.. i put a lot of hours and trys into this, i hade seven attempts before i got even near what it should look like..

PS: I know i am famouse for not serious Feature Requests (like a Spec AI that draws TicTacToeGames InGame for Example ;) ) But this Time i put a little work in it and that usual means i am seriously interested in something.
Post Reply

Return to “Feature Requests”