shields

shields

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

shields

Post by 1v0ry_k1ng »

would it be easy to allow shields to be textured?

also,

is anyone close to finding a way of making shields work in a way that they dont have to be excessively large so the engine detects them before they go through and touch the units hitsphere? this is really irritating.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: shields

Post by Kloot »

Shields can already be given textures, since they are treated as weapons
internally (meaning the "projectiles" they fire utilize texture1 if the shield's
weapon definition references it). Ex:

Image

As regards your other question: projectile <--> shield coldet is based on
a simple radial check, so for mini-radii shields the same tunneling issues
apply as for unit hit detection (although the latter can now enlist the aid
of raytracing to prevent them).
Attachments
TexturedShield.jpg
(108.97 KiB) Downloaded 682 times
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sombriks
Posts: 50
Joined: 03 Jan 2008, 15:40

Re: shields

Post by sombriks »

nice shield, hope see it in some mod soon, ;)
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: shields

Post by smoth »

I wish I had a place to use that in gundam. :(
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: shields

Post by AF »

Label it the char effect and put pink things in miniskirts inside the field
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: shields

Post by Argh »

Hmm, texture1, and it's projected flat, eh... okies...
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: shields

Post by REVENGE »

How about attaching some shield texture animation effects, similar to the scroll texture / scroll speed options for largebeamlaser?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: shields

Post by Warlord Zsinj »

I still want to see someone stick the dynamic water code onto shields >_>
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: shields

Post by jK »

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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: shields

Post by REVENGE »

Interesting, looks like a modification of the lua shockwaves. It's pleasing, but lacks some depth. ^_^
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: shields

Post by Warlord Zsinj »

It needs to ripple when weapons hit it though, like the dynamic water ;)

For extra win, it should ripple when units pass through it...
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: shields

Post by Kloot »

Warlord Zsinj wrote:I still want to see someone stick the dynamic water code onto shields >_>
Did that once, actually:
DynWaterShield0.jpg
(123.42 KiB) Downloaded 162 times
DynWaterShield1.jpg
(92.47 KiB) Downloaded 162 times
Like jk I got lazy though. ;)
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Argh
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Joined: 21 Feb 2005, 03:38

Re: shields

Post by Argh »

That's gotta eat GPU for breakfast, heh.
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Hoi
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Joined: 13 May 2008, 16:51

Re: shields

Post by Hoi »

this is interesting for things like units in stealth/dropping out of stealth
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: shields

Post by Warlord Zsinj »

Does it ripple when things hit it? Because that'd be teh sex.

I would never actually use it in-game, but it'd be awesome to take some screenshots of...

And maybe sometime in the future when we're using quantum computers we can all play with dynamic shields ;)
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: shields

Post by REVENGE »

We have a caek mix.

We just need someone to baek the caek.
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Hoi
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Joined: 13 May 2008, 16:51

Re: shields

Post by Hoi »

Warlord Zsinj wrote:Does it ripple when things hit it? Because that'd be teh sex.
i think so, its the water shader and the water also ripples when its hit
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: shields

Post by REVENGE »

Could we get those water shields implemented?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: shields

Post by trepan »

I've added the ShieldCollision() call-in to my local source code,
along with a number of useful projectile call-outs. This should
make custom shield effects possible with lua (once committed).
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: shields

Post by Warlord Zsinj »

Sounds like those will also be helpful when we finally get around to implementing jedi...
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