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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie wrote: Well if you find out what shader works the effect changing the color should be easy? you can replace that file cant you? Not as easy as you think it is. The Shader itself determines the Colour. The Shader supports very few colours. Theres no red shield effect and the Buildeffects are pretty much set in stone. I only got the purple on that effect, cause I used the UEFShader, with a purple texture.
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie wrote: Post the lump of code up ill have a look im no pro at shaders but post it up. Which code? The Builder Effect? Or the Shield effect?
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007 wrote: liveordie wrote: Post the lump of code up ill have a look im no pro at shaders but post it up. Which code? The Builder Effect? Or the Shield effect? ether so i can see if the shader support color change.
_________________ Creator of SupCom2 Revamp Expansion Mod


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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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This is the current Shield code I have right now. Code: MeshBlueprint { LODs = { { MeshName = '/effects/Entities/Panels/Panels_lod0.scm', AlbedoName = 'OrdosShield_Albedo.dds', NormalsName = 'OrdosShield_Normals.dds', SpecularName = 'OrdosShield_Specular.dds', ShaderName = 'ShieldAeon', LODCutoff = 1000, }, }, IconFadeInZoom = 4, SortOrder = 1000, StraddleWater = true, } I was aiming to get the red shield the Cybrans have in SC2, but this will work instead. (looks Unique...ish XD) This is what it looks like ingame 
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie wrote: Umm for the shield did you create red textures for it ? how SC2 shields work are a bit different at some point i got a FA shield working in SC2 but didn't need it, For the shader trying using a personal shield shader instead, or even search the bps to find what shaders are in use. Ya, The Albedo is red coloured. Dunno why its not showing. Ill try a personal shield Shader. I dunno what else to do if that doesnt work X)x Edit: Nope, Wont work. The Shield is present (And blue) But the mesh is bright white, and not transparent... So it wont work.
Last edited by brandon007 on 04 Aug, 2011, edited 1 time in total.
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007 wrote: liveordie wrote: Umm for the shield did you create red textures for it ? how SC2 shields work are a bit different at some point i got a FA shield working in SC2 but didn't need it, For the shader trying using a personal shield shader instead, or even search the bps to find what shaders are in use. Ya, The Albedo is red coloured. Dunno why its not showing. Ill try a personal shield Shader. I dunno what else to do if that doesnt work X)x post up your textures ill see if theres any thing wrong there.
_________________ Creator of SupCom2 Revamp Expansion Mod


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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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This is the Albedo and the Normals  And this is the Specular 
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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Even give this uef gate shader ago Code: UEFQuantumGate some shaders are not color codded.
_________________ Creator of SupCom2 Revamp Expansion Mod


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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie.... Your awesome! The shield isnt red, But Im gonna keep this one, because 
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie wrote: Well if your happy with it there are more shader you can try out to see what they end up looking like just doing a search heres what i got.
PhalanxEffect ShieldFill GlassAlpha <<< this mite be your best bet TMeshGlow AeonBuildPuddle <<< this would probably look funny PhalanxEffect - Maybe! Definite Maybe! Its all red and Transparent! ^^ ShieldFill - There appears to be nothing there. Shield is invisible. GlassAlpha - Nope, Cant see through it, and its all white. TMeshGlow - Too much red, Not transparent. AeonBuildPuddle - same as TMeshGlow Now Im stuck between PhalanxEffect and UEFQuantumGate! XD PhalanxEffect  UEFQuantumGate  I dunno which to choose! T_T
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie wrote: i would go with PhalanxEffect but maybe apply a Gray alpha to your texture so its more Transparent and tweak the color a tad so its more red than pic  . I kinda dont know how to tweak just the alpha channel yet XD The PhalanxEffect though, makes the effect spin around like its in a tornado, making it a bit hard on the eyes. The UEFGate effect though, seems more suited to be a shield...Easier on the eyes to.
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I removed the panels_lod0.scm and made it back to the original Sphere shape. This is the shield, with the new Albedo w/ the PhalanxEffect shader  Seems much better ^^ But the sphere looks like its spinning XD
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Lt_hawkeye
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Posted: 04 Aug, 2011
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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spinning sphere sounds like it would be OK imo, could be something unique to your faction, something to consider unless it just gets too annoying or distracting
_________________ {◕ ◡ ◕}
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Oh I see ^^ That will do fine then ^^
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie wrote: That does look a lot better im sure the panels were only used on the ShieldSection are you changing this as well? if so just set the panel up for that so they only show when some thing impacts the shield? Nah, I put the panels into the sphere itself, so I couldnt seperatly change them XD No worries... Now, If only I know how to make projectiles bounce off of a shield, like the Sc2 Illuminate shields X_x
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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Not sure some of the code mite need the engine but im sure you can codded it manually, This part of the codes from shield.lua which controls what your looking for. Code: OnReflectProjectile = function(self, other) other:SetCollideFriendly(true) other.DamageData.DamageFriendly = true other.DamageData.DamageSelf = true local x, y, z = other:GetProjectileVelocity() local relectMul = 1 self:CreateImpactEffect(other:GetPosition())
if self.ReflectRandomVector then x = x + (relectMul * ((Random() * 2) - 1)) y = z + (relectMul * ((Random() * 2) - 1)) z = z + (relectMul * ((Random() * 2) - 1)) end other:SetVelocityAlign(true) other:TrackTarget(false) other:SetVelocity(-x,-y,-z) other:SetVelocity(12) other:SetLifetime(5) other:SetReflected(self) end, Why can you change the impact mesh? Code: Shield = { ImpactEffects = 'UEFShieldHit01', ImpactMesh = '/effects/entities/ShieldSection01/ShieldSection01_mesh', Mesh = '/effects/entities/Shield01/Shield01_mesh', MeshZ = '/effects/entities/Shield01/Shield01z_mesh', },
_________________ Creator of SupCom2 Revamp Expansion Mod


Last edited by liveordie on 04 Aug, 2011, edited 2 times in total.
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Was that even English there? lolz, sorry, But I couldnt really understand waht you said there XD
Where would that code go?
Edit: I got my Impact effects all set up already actually =p
Edit 2: I wouldnt want that in all my shields though. Im trying to make a Special shield that reflects the projectiles. Not all of the Ordos's shields can reflect stuff.
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie wrote: You would have to code a check, but you will need to code it to work looking a that small block of code that's not doing a lot just calling a engine function. Your talking to someone who doesnt have a clue about this part of coding ya know =p
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