Shield system: how are colors defined?

Shield system: how are colors defined?

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Caydr
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Shield system: how are colors defined?

Post by Caydr »

Changelog says it's by shieldgoodcolor and shieldbadcolor. I guess it fades between the two? Not important.. anyway, is it in the traditional bizarre 225 color TA pallette or in RGB? And if it's in RGB, how are these values defined, same as in map descriptor files?

1) shieldgoodcolor=90; (for green)
2) shieldgoodcolor=090; (for 0 red, 9 green, 0 blue)
3) shieldgoodcolor = 1 12 1; (for 1 red, 12 green, 1 blue)

Does the shield info go in a weapon file as before, or in the unit FBI? If it does go in the weapon file, is it still necessary to put in a dummy damage value?

Thanks!
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AF
AI Developer
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Post by AF »

how about:
shieldgoodcolor = 1, 12, 1;
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

I really wish they'd put the new water renderer on the shields, even if most people wouldn't be able to run it (they'd just turn the option off, and have what we have now).

It'd be so cool to see the shield ripple as things hit it...
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Soulless1
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Post by Soulless1 »

Warlord Zsinj wrote:I really wish they'd put the new water renderer on the shields, even if most people wouldn't be able to run it (they'd just turn the option off, and have what we have now).

It'd be so cool to see the shield ripple as things hit it...

OH YEAH! 8)
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Caydr
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Post by Caydr »

AF wrote:how about:
shieldgoodcolor = 1, 12, 1;
You know this for a fact, or are you just throwing that out there as an idea?
SJ
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Post by SJ »

Its the same way that you give colors for sun etc in map smd file ie
ShieldGoodColor=0.3 0.3 0.9;
would be blueish
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Caydr
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Post by Caydr »

Brilliant! Thanks SJ!
Theotherguy
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Post by Theotherguy »

Warlord Zsinj wrote:I really wish they'd put the new water renderer on the shields, even if most people wouldn't be able to run it (they'd just turn the option off, and have what we have now).

It'd be so cool to see the shield ripple as things hit it...
what an awesome idea!

but is such a thing even possible?
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jcnossen
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Post by jcnossen »

Sure, but do you really want to spend 80 % of your processor time on something like that?
Sheekel
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Post by Sheekel »

YES.





Actually, i cant even run the water.
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Rayden
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Post by Rayden »

why not just generating random discharge-flashes on shield sphere? I guess that would be less ressource consuming
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SinbadEV
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Post by SinbadEV »

Image
Last edited by SinbadEV on 08 Jun 2006, 01:37, edited 1 time in total.
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Deathblane
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Post by Deathblane »

Specifying an effect when a shot is displaced would be nice, from the classical 'white flash' to Star Wars style explosions.

Edit: Yeah, uh. Like that..
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Soulless1
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Post by Soulless1 »

jcnossen wrote:Sure, but do you really want to spend 80 % of your processor time on something like that?
Sheekel wrote:YES.

QFE :lol:
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Rayden
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Post by Rayden »

I don't know if anyone knows the spacegame heagemonia, there was nice shield effects. (imho the most beautiful space game ever done)

Image
Image
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Abe Xedinski
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Post by Abe Xedinski »

I loved Hegemonia, and the shields were really nice imo.

Will different kinds of shields have different colors? like shields for lasers would be green, for ballistic weapons red and so on? So that we can more easily see what type it is...
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Just put it as an option, which can be turned off. People wouldn't play with it in multiplayer games, but we may as well put the implementation in now.

Imagine how hot Spring would look if the shield had various ripples arcing across the sphere as different ordnances hit it.

It would seriously be one of the best shield effects I've ever seen...
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Dragon45
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Post by Dragon45 »

You guys are nuts.
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IceXuick
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Post by IceXuick »

shields are very nice!

should be like earth2150, where you could give units shields if you like to. There maybe should be a option to add a shield to a unit with a toggle button in the buildpic. All shells and stuff could make it trhough, but lasers and nrg weapons not (or not full damage) (or vica versa, like the deflector shield for BB-shells).. I would be great to have some more advanced graphics on this.
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wizard8873
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Post by wizard8873 »

i would like to see shields with effects like water. sure it would be hard on our PCs but good parts will get cheaper as time goes on so we'll be able to see it later on. remember when doom3 came out and highend cards at the time struggled at parts of it? now we can easily play the game. the point of having options is so that the user can select what he/she wants turned on or off. i for one dont mind taking a performance hit in exchange for graphics.
IceXuick wrote:shields are very nice!

should be like earth2150, where you could give units shields if you like to. There maybe should be a option to add a shield to a unit with a toggle button in the buildpic. All shells and stuff could make it trhough, but lasers and nrg weapons not (or not full damage) (or vica versa, like the deflector shield for BB-shells).. I would be great to have some more advanced graphics on this.
haha, i had a similar idea. either have a mobile shield unit that would follow the army or have a mech type unit that would be fast, have decent weapons, weak armor (compared to other mechs) but have a shield in place of the armor.
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