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"Predator Effect" Decloak
Posted: 06 Aug 2006, 14:37
by Argh
... just a random idea... might be a pain to code. But I was thinking... for those of us whose cards can support shaders... it might be really kewl to have decloaks sort've have a watery, wavy effect, fading the unit in over a half-second or so.
While I'm at it... writing the code for that could also provide the basis for code that would visually show graphics on the outside of a unit... we could use it for blood stains, electrical shock graphics that appeared when a unit is hit by a paralyser, and other stuff... after all, the main trick is doing the per-polygon render of the shaders, right? After that, it's just what shader we're using... hmm...
Posted: 06 Aug 2006, 14:52
by PicassoCT
Cool.. if it works... attacking with ZeusK-bots will be funny

Posted: 06 Aug 2006, 17:20
by AF
How about a nanoframe style animation done in reverse for cloaking and normal for decloaking, using a specified colour?
Posted: 06 Aug 2006, 19:38
by Caydr
Redoing the nano animation using a special color could definitely look interesting.
Posted: 06 Aug 2006, 21:52
by Argh
I was hoping for something fancier, like alpha-blending from the edge of each tri/quad inwards or a water-shader like fade, but this would be a good start, yeah, and since it's making use of working code we already have, mainly, it probably won't be too bad to do

Posted: 06 Aug 2006, 22:17
by PicassoCT
Spring beats SupremeCom up before the Chris Game is even released... we need some Lawyers, before EA and the other Big Companys realize that this Game takes them customers

Posted: 06 Aug 2006, 22:38
by Drone_Fragger
Yer! Then we can own supreme commander by claiming they copied us!
Posted: 07 Aug 2006, 03:34
by FireCrack
Star trek style cloak effect would rock...
Posted: 07 Aug 2006, 07:38
by Noruas
Spring beats SupremeCom up before the Chris Game is even released... we need some Lawyers, before EA and the other Big Companys realize that this Game takes them customers
Yer! Then we can own supreme commander by claiming they copied us!
YOU REALLY want us to get sued dont u?

Posted: 07 Aug 2006, 09:06
by unpossible
don't .s3o models have to be able to cloak properly before we start worrying about this?

Posted: 07 Aug 2006, 15:22
by Pxtl
Well, a simple fade-in-out effect would do me fine. Also need an effect for when units become visible - the "popping into existence as they come in sight range" isn't very nice.
Posted: 08 Aug 2006, 01:01
by Buggi
SupCom has nothing to do with EA at all. :/
Posted: 09 Aug 2006, 01:19
by Warlord Zsinj
And I wanted them to put the new water renderer on the shields so that they ripple and deform when things hit them; but it's unlikely that that will happen either
There are plenty other issues with cloaking that need to be dealt with first, such as allowing people to control it via the script, the ability to make special 'detector' units which immediately uncloak other units within their vicinity, as well as the ability for cloaking units to spot other cloaking units (which they don't currently).
Posted: 09 Aug 2006, 01:31
by Caydr
Warlord Zsinj wrote:l 'detector' units which immediately uncloak other units within their vicinity, as well as the ability for cloaking units to spot other cloaking units (which they don't currently).
STARCRAFT WHORE!!! STARCRAFT WHORE!!!!!!
eh.. but yeah, good idea.
Posted: 09 Aug 2006, 02:21
by Warlord Zsinj
o_O
I need a 'detector unit' so that I can make the Sithlord immediately decloak the Jedi Master if it is the vicinity, as that unit is capable of both stealth and cloak, which means it is almost invisible until it attacks. A good counter to that would be having a Sith in the area.
cloaked units spotting other cloaked units is necessary for 1944, where all infantry cloak to represent their ability to use cover. However, because they all cloak, they can walk right by each other on occasion, as well as a number of other frustrating things.
Obviously, some people might want cloaking units to be unable to spot other cloaking units, so this would have to be optional.