Decals - Pasting on textures - Page 2

Decals - Pasting on textures

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

Re: Decals - Pasting on textures

Post by smoth »

.. wait for it ..

lua

.. ow, ow stop thowing things at me! ..
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Decals - Pasting on textures

Post by Guessmyname »

*throws the Lance of Loginus at smoth*
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Re: Decals - Pasting on textures

Post by Snipawolf »

Guessmyname wrote:*throws the Lance of Loginus at smoth*
Loginus!

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Tribulexrenamed
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Joined: 22 Apr 2008, 19:06

Re: Decals - Pasting on textures

Post by Tribulexrenamed »

Warlord Zsinj wrote:I actually suggested a similar system a while ago, but it fell on deaf ears. Essentially you would assign a third texture to a unit, which would be a 'wreckage' texture. This texture would increase in opacity as the unit took more damage, so that when it has 10% health left, it's wreckage texture is 90% opaque*, so it would look fairly beaten-up.

An interesting twist on this would be if Spring can then use the wreckage texture to dynamically generate a wreck for the unit (unless a specific wreck is specified, as is done currently), where it just takes the existing model/texture and applies the wreckage texture over it. That would reduce the workload for a lot of mods (while still allowing custom wrecks to be made as it is currently).

Still though, I don't think this would replace worn and used textures, though it would be nice to see battered armies actually look battered, and buildings that are about to blow look like they have taken a pummeling, etc.

* well, it would probably be a lot less so that you can actually read it as a damaged unit. greyscale Alpha transparency like what is being used for ground decals would be excellent for this as well.
+2
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rattle
Damned Developer
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Re: Decals - Pasting on textures

Post by rattle »

Image
SUPER ACTION LOG
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Guessmyname
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Re: Decals - Pasting on textures

Post by Guessmyname »

Oops...
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Neddie
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Joined: 10 Apr 2006, 05:05

Re: Decals - Pasting on textures

Post by Neddie »

Tribulex wrote:
Warlord Zsinj wrote:I actually suggested a similar system a while ago, but it fell on deaf ears. Essentially you would assign a third texture to a unit, which would be a 'wreckage' texture. This texture would increase in opacity as the unit took more damage, so that when it has 10% health left, it's wreckage texture is 90% opaque*, so it would look fairly beaten-up.

An interesting twist on this would be if Spring can then use the wreckage texture to dynamically generate a wreck for the unit (unless a specific wreck is specified, as is done currently), where it just takes the existing model/texture and applies the wreckage texture over it. That would reduce the workload for a lot of mods (while still allowing custom wrecks to be made as it is currently).

Still though, I don't think this would replace worn and used textures, though it would be nice to see battered armies actually look battered, and buildings that are about to blow look like they have taken a pummeling, etc.

* well, it would probably be a lot less so that you can actually read it as a damaged unit. greyscale Alpha transparency like what is being used for ground decals would be excellent for this as well.
+2
+NEDDIEVALUE
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Re: Decals - Pasting on textures

Post by SwiftSpear »

Warlord Zsinj wrote:I actually suggested a similar system a while ago, but it fell on deaf ears. Essentially you would assign a third texture to a unit, which would be a 'wreckage' texture. This texture would increase in opacity as the unit took more damage, so that when it has 10% health left, it's wreckage texture is 90% opaque*, so it would look fairly beaten-up.

An interesting twist on this would be if Spring can then use the wreckage texture to dynamically generate a wreck for the unit (unless a specific wreck is specified, as is done currently), where it just takes the existing model/texture and applies the wreckage texture over it. That would reduce the workload for a lot of mods (while still allowing custom wrecks to be made as it is currently).

Still though, I don't think this would replace worn and used textures, though it would be nice to see battered armies actually look battered, and buildings that are about to blow look like they have taken a pummeling, etc.

* well, it would probably be a lot less so that you can actually read it as a damaged unit. greyscale Alpha transparency like what is being used for ground decals would be excellent for this as well.
If I had a quarter for everything I've suggested or requested that hasn't been done yet I'd be rich. Just because it hasn't happened yet, doesn't mean it's "fallen on deaf ears". The reality is that the idea hasn't interested any dev enough to actually do it yet.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Decals - Pasting on textures

Post by Warlord Zsinj »

The reality is that the idea hasn't interested any dev enough to actually do it yet.
Yes, one could even say that they are 'not willing to listen', or 'not hearing my requests'.
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MR.D
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Re: Decals - Pasting on textures

Post by MR.D »

Noobs..
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Guessmyname
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Re: Decals - Pasting on textures

Post by Guessmyname »

...

I'm never going to live that down am I?
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