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New unit hilighting effect

Posted: 20 Jun 2007, 09:13
by trepan
New unit highlighting effect for the gui_hilight_unit.lua widget.
It uses the new gl.TexGen() call (it could also be done quite
easily using a shader, but gl.TexGen() allows older machines
to use the effect as well).

7.1MByte video:
http://trepan.bzflag.bz/spring/hilight.avi


Image

Posted: 20 Jun 2007, 09:24
by [KnoX]ElementalGizmo
ow sweet! How much lag are you talking here ?

Posted: 20 Jun 2007, 09:31
by trepan
None.

Redrawing a single unit takes very little time (and you can only be
pointing at one unit at a time). The texture generation mode does
not incur any real penalty. When I setup for a 200 FPS, pointing at
a unit that fills the screen makes no measurable difference in the
FPS.

P.S. The video is choppy because I had /shadows 1 4096, /water 3,
and a P2P program dumping something or other on to my HD at
the same time (the last one was a mistake ;-))

Posted: 20 Jun 2007, 09:39
by AF
I hope this can be used by default in conjunction with that pretty team coloured circles selection thing you showcased a while ago.

Posted: 20 Jun 2007, 09:44
by trepan
Image

P.S. The white ring (it blinks), shows that the unit is selected.

Posted: 20 Jun 2007, 13:18
by KDR_11k
What are those cursors you're using, anyway?

Also is this in the SVN yet?

Posted: 20 Jun 2007, 13:34
by Foxomaniac
Those are SillyCursors(tm) used in the more recent CA betas.

Hate em? Bite [LCC]quantum[K] on teh lobby LOLS!

Posted: 20 Jun 2007, 14:15
by KDR_11k
BTW, the pulse should move in the other direction :P.

Posted: 20 Jun 2007, 14:22
by trepan
Na, I tried it both ways and preferred this one.
It's just a script, you can change it for yourself
once it's committed ;-)

Actually, you can edit the gradient texture to add
stripes and features in the moving pattern. The
effect is essentially a 1x64 texture being pasted
on to the unit with the world Y coords being used
for the texture T coord (with some scaling and
shifting for good measure).

Posted: 20 Jun 2007, 16:41
by rattle
So this is different to the old highlight and might work for me. :)

Posted: 20 Jun 2007, 17:03
by trepan
KDR_11k
Oops, I didn't notice your second question. No, it is not in SVN yet.

Posted: 21 Jun 2007, 01:58
by LOrDo
Foxomaniac wrote:Those are SillyCursors(tm) used in the more recent CA betas.

Hate em? Bite [LCC]quantum[K] on teh lobby LOLS!
Are those awesome buildmenu's part of CA to?

Posted: 21 Jun 2007, 10:56
by det
LOrDo wrote:Are those awesome buildmenu's part of CA to?
Yep. Check out http://files.caspring.org/snapshots/latest for the most recent CA build.

Posted: 22 Jun 2007, 16:43
by Warlord Zsinj
Hmmm, could this be used to show units getting progressively more charred as they lost health?

Having some noise/clouds with the general colour (which would be greyed for purposes of damage) could look pretty cool...

Posted: 22 Jun 2007, 16:55
by [KnoX]ElementalGizmo
Now thats an interesting idea

Posted: 28 Jun 2007, 04:47
by Argh
... especially if we could also gradually alpha-fade the colors out've the base skin at the same time, or do random blotching (so it's not the same every time).

Heck, it might totally get rid of the need for Corpses, except for the ones for pure gibs.