Packaging jK's custom unit shader framework in a map.

Packaging jK's custom unit shader framework in a map.

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Packaging jK's custom unit shader framework in a map.

Post by Beherith »

Can I rely on the framework being present in the mod?
I dont wish to overwrite, but I dont know if a renamed version can be present in the map as well.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Packaging jK's custom unit shader framework in a map.

Post by Beherith »

I hope ZK has this added to it's mod, as I am gonna package it with BA, and only keep the custom framework in the game - while keeping the map specific shaders in the map.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Packaging jK's custom unit shader framework in a map.

Post by smoth »

including shader systems in a map is probably a BAD idea.

You forever marry that map to those shaders. I would include the configurations for it but then have checks in your widgets/gadgets to see if it isn't present and if it isn't, well the map is vanilla.

By including a shader system you have to potential to override the one the game is using and break the entire game. Better to add it to BA then add the supporting(as in config) files to the map.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Packaging jK's custom unit shader framework in a map.

Post by Beherith »

The shaders are purely visual, and do not cause any issues if they cant be loaded - they fall back to engine defaults.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Packaging jK's custom unit shader framework in a map.

Post by smoth »

I am concerned about code collision.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Packaging jK's custom unit shader framework in a map.

Post by Beherith »

No real collision - the way it stands now. But it does need the framework to be in mod to work :(
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Packaging jK's custom unit shader framework in a map.

Post by FLOZi »

It's in S44 if it makes you feel any better. :P

Ideally it would being springcontent.sdz
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Packaging jK's custom unit shader framework in a map.

Post by smoth »

Beherith wrote:No real collision - the way it stands now. But it does need the framework to be in mod to work :(
ok so yuo are NOT including the framework, that is fine. I just don't think a map including such a framework is a good idea for the map as the game may have a modified or updated version of the framework for a reason..
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Packaging jK's custom unit shader framework in a map.

Post by jK »

run a 2nd instance in LuaGaia?
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