Ribbon Effects - Page 2

Ribbon Effects

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user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ribbon Effects

Post by user »

mine can't yet be used for drawing at pieces(later it will, i posted it before,first is making it draw from center, second is drawing at a piece, third is making it draw at different pieces).

currently i will make all the UnitDefs, to later make them something better.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Ribbon Effects

Post by Kloot »

user wrote:i think i will remake the drawing function to something better, since currently, it is limited, quad drawing doesn't seems possible, it doesn't draws any quads, no matter what i try, and i tried almost everything i could think of.
Quad trails are entirely well possible:

Image
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Ribbon Effects

Post by smoth »

mr. T FUCK YEAH!
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Re: Ribbon Effects

Post by Snipawolf »

That is AWESOME!
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ribbon Effects

Post by user »

Kloot wrote:
user wrote:i think i will remake the drawing function to something better, since currently, it is limited, quad drawing doesn't seems possible, it doesn't draws any quads, no matter what i try, and i tried almost everything i could think of.
Quad trails are entirely well possible:

Image
i mean they are not possible using the current function, and i don't think you are using the same function as me.
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rattle
Damned Developer
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Re: Ribbon Effects

Post by rattle »

Quad trails pity da fool!

Do the last few quads have a seperate texture or can they use a mask at the end of the trail?
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ribbon Effects

Post by user »

my quad drawing code is almost done, it will be really good.
Do the last few quads have a seperate texture or can they use a mask at the end of the trail?


if you think it is a really good idea, then i will make it.
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rattle
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Joined: 01 Jun 2006, 13:15

Re: Ribbon Effects

Post by rattle »

Dunno but I thought most trails used at least two textures for a smooth end piece, or maybe a mask to do the same. Guess the former is easier.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ribbon Effects

Post by user »

i found a way to easily make per piece trails, with all the features i posted before, that means per piece color, texture, draw vector, min speed, wait, so expect this for the next week probably.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ribbon Effects

Post by user »

i made 4 new, very useful UnitDef values, and i have those 2 in the works:

trailgravity;
trailwind;

i got quad render mode done, made the drawing function better, fixed almost all errors in the other values.

after i finish those UnitDefs, then i will make some more UnitDefs which i find useful, then i implement that way of drawing per piece trails.

the per piece trails, will allow every piece have its own values, this means per piece color, draw vector, gravity, wind multiplier, life time.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Ribbon Effects

Post by Argh »

Neat. Can't wait to be able to test this.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ribbon Effects

Post by user »

ok, it will be out soon, i have found some small issues with creating the trail gravity, but the wind should be easy, GetWind returns everything needed.

i will post here the new changes and tags:

Code: Select all

quad render mode: draws quads fast.

now the rendermode and blendmode tags will take a string instead of a number, and instead of "additive" and "subtractive", "add" or "sub" can be used.

changed minspeed to minspeedx,minspeedy,minspeedz,          

traildrawvector:  makes the trail only get drawn when the unit is going in an specific direction, so a value of xz would make the trail only get drawn when the unit is not going in the y direction. the values can be x,y,z,xz,xy,yz,xyz.

trailbillboarded: when set to true, it will use gl.BillBoard to draw the trail, this means the trail would be 2d.

trailsizemod: size decrease rate, high values decreases faster, 0 to deactivate.

trailtexture: well, the name explains.

trailgravity: gravity multiplier, 1 would be normal fall rate, should be set to values lower than 1, 0 to deactivate trail gravity.

what will come soon:

trailwind: the wind multiplier for the trail, 0 deactivates it. 
some ideas i have:

a tag for using a 3d model as trail, with or without size increase, draw only once or repeat(only once means it gets attached to a piece, repeat would work same as normal trails).
a tag for trail collisions, with flying units only.

soon i will make new screens showing all this new stuff.
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