Simple and sort of technical question: Can a Spring model have some of the meshes (or tris/surfaces) have cloak-visuals and other-ones not?
And assuming I'm not the first with this idea; why not? Could I hack it by displaying 2 (let's say static) models, and one is cloaked, and let them make up a single unit? It's a translucency question.
One unit, 2 meshes, one mesh cloaked, can it be done?
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- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: One unit, 2 meshes, one mesh cloaked, can it be done?
I suppose you could Lua it. As in, disable engine rendering for that unit, and coding yourself the OpenGL calls to draw it.
Don't worry, it's easier than it sounds.
Don't worry, it's easier than it sounds.
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: One unit, 2 meshes, one mesh cloaked, can it be done?
I don't know much on the subject but this comes to mind as maybe being useful http://springrts.com/phpbb/viewtopic.ph ... 47#p539947
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: One unit, 2 meshes, one mesh cloaked, can it be done?
Not only did someone else already had the idea, but I have seen that post and seem to have sort of forgot about it.
So I suppose I'd have to look into "Pressure Line piecechange thing" as knorke calls it (I figure that is what smoth uses for his one-script-for-all-units-thing), in order to get i.e. 2 meshes in one unit with 2 different textures, 1 for each.
Then I would have to manipulate one of the textures using OpenGL calls in a gadget.
Of course I'm in way over my head. I never managed much working code without reliable examples, and I don't think the "piecechange thing" is already used in a game. For now I'm going to model some more instead. And merely take the possibility of using translucency into account while doing so. In any case, thanks for the replies guys.
So I suppose I'd have to look into "Pressure Line piecechange thing" as knorke calls it (I figure that is what smoth uses for his one-script-for-all-units-thing), in order to get i.e. 2 meshes in one unit with 2 different textures, 1 for each.
Then I would have to manipulate one of the textures using OpenGL calls in a gadget.
Of course I'm in way over my head. I never managed much working code without reliable examples, and I don't think the "piecechange thing" is already used in a game. For now I'm going to model some more instead. And merely take the possibility of using translucency into account while doing so. In any case, thanks for the replies guys.
Re: One unit, 2 meshes, one mesh cloaked, can it be done?
Totally unrelatedFireStorm_ wrote:I figure that is what smoth uses for his one-script-for-all-units-thing
fwiw, I did it first.

- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: One unit, 2 meshes, one mesh cloaked, can it be done?
Oh well, no matter, as said, I won't be pursuing trying it myself. 

- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: One unit, 2 meshes, one mesh cloaked, can it be done?
Well if you ever do, or someone who does sees this thread, here's the pressure line gadget spoken ofFireStorm_ wrote:Oh well, no matter, as said, I won't be pursuing trying it myself.
http://springrts.com/phpbb/viewtopic.ph ... 16#p524274