@Behe:
oh, cool, I did not think of utilizing the alpha channel of the normal map to store it! Do you think my count of the current texture look ups is correct or incorrect?
@zwzsg:
Yeah, that is my concern, before I go and implement something like this, I would rather like to find a better way of representing it. Currently, I cannot figure out a good way to represent damage on a unit. I mean, I know in other projects, this sort of unit-wide damage may be ok, but I have yet to figure out a good way. Also, I prefer health bars over damage textures, if that unit is alone how do you really notice the difference? it should spark etc. However, all these effects and things are an extra performance hit which I am reluctant to add. Then again, I was apprehensive about gonig for this materials stuff, was worried it would be a lot of effort to only find out it was beyond my reach. OF COURSE, HERE, WE, ARE, it works.. so who knows.
@Dan
There are a series of "schemes" available, there are the standard schemes and a local scheme stored for each player called "default." If you change "default," you can do this ALL DAY but you are the only one who will see the change and it will ONLY effect your units.
I had thought about establishing a way to have a player's scheme copied into a local dir once a player joins. That way, the more you play, the more schemes you have, assuming people would use this. There are a bunch of reasons this would be VERY cool but I don't want to spend the time to compliment such a thing. So at the moment, only the schemes that are preloaded would be available. I may make it possible to save your local default scheme and scheme settings, loading that where available. However, at the moment, I just don't want to do the work.
Mostly I added the control over the reflective because I already have reflective and specular so I wanted to add more control to it. I still have to add it to the ui and build it in the code. at the moment, it piggybacks on the shinny setting.
@AF:
I am not doing that as my established story. I am probably going with something different from any other spring project as far as unit production.
Wear, dirt etc:
I have had this discussion before:
Because the spring quotebox is has odd vertical scrollbars right now:
Me: Sun Jan 27, 2013 9:04 am
PicassoCT wrote:I know not everyone favours that gritty battleworren look... but.. those are mechanical parts at your feet, and beeing constantly around sand, dirt and abbrassive material in general should wear them down..
yawn, this again.
IRL scratches from sand are very small in comparison to the size of the unit. Unless there is massive neglect, we are talking left outside, and repeatedly slammed into one another there would not be any visible wear at this texture scale. I am pretty sure I have been over this.
![Image](http://data3.primeportal.net/tanks/200th_engineers/m1_abrams/images/m1_abrams_12_of_55.jpg)
mostly what you would see is the sand and dirt forming a sort of film on the unit.
There are scratches but at a distance they become visually non-existant
in a moist environment tanks may show rust and scratches more visibly but it is dependent on the environment and what they were driving through
Of course that would require an alternate dirt application based on the map and either a new channel or yet ANOTHER texture for shader passes to be assigned to the correct areas.
Not that you actually ever payed attention but I did do dirty on ace units in GRTS:
(click for larger)
No one ever really looks before they talk
all those micro scratches on such a large scale merely give dirt a place to rest, so dirt accumulates. However it is my belief that the pilots and crews who would maintain a mech at least clean their machine.
So there is your answer, I am tired to replying to the "rust it up unrealistically" requests.
![Image](http://imageshack.us/a/img818/4765/screen00597.jpg)