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Posted: Mon Jan 31, 2011 3:51 pm
by Spinoza
Flying through some god forsaken sector, I noticed some old junk floating around.
Without hesitating, I ordered my AP:
Target ugly texture!
To be continued...
Some background on the story:
Hull hit sprites and shield effect
Posted: Thu Feb 03, 2011 4:17 pm
by Spinoza
This turned out to be a very silly task... these bits of hull are ridiculously tiny when flying off anything smaller than a carrier...
Still, here's the new texture which looks nice when you shoot a big ship, especially something like the new TF carrier:
Download link (includes the default, use at your own risk):
Hull flake mod.rar
FYI, this is just 64x64, 9kb, so it shouldn't affect performance at all.
Of course, if you have performance issues, don't bother with this very minor modification.
More fancy stuff coming soon (this was just to delay working on harder textures).
Posted: Thu Feb 03, 2011 6:22 pm
by Dorjan
sometimes it's the little things that count

Posted: Thu Feb 03, 2011 7:07 pm
by Spinoza
Dorjan wrote:QUOTE (Dorjan @ Feb 3 2011, 09:22 PM) sometimes it's the little things that count
It would be cool if Alleg had a smarter debris generator... but that would have the worst complexity/benefit ratio ever.
Episode two: Sparks in the Dark (working title) will be have more game impact...
Posted: Thu Feb 03, 2011 7:27 pm
by SpaceJunk
We could try to replace the chunk model for a small sphere slightly off center with a bright yellow texture, so it looks sort of like a spark (at least once someone gets Alleg to render emissive textures).
Then increase the number of sparks generated (code change).
Posted: Thu Feb 03, 2011 7:53 pm
by Spinoza
SpaceJunk wrote:QUOTE (SpaceJunk @ Feb 3 2011, 10:27 PM) We could try to replace the chunk model for a small sphere slightly off center with a bright yellow texture, so it looks sort of like a spark (at least once someone gets Alleg to render emissive textures).
Then increase the number of sparks generated (code change).
The main problem with the hull debris is the size and density clculation.
The bigger the object, the bigger the debris, so when you're shooting a miner near a rock, don't be surprised if the roid starts puking huge chunks. They're also quite dense.
OTOH, when you shoot an something like a scout or an int, the stream of debris is tiny and sparse. Either way, it's not great.
I'm doing sparks right now, for the damage sprites. Wait and see.
Posted: Thu Feb 03, 2011 8:56 pm
by Adept
Spin, post that example pic with the TF carrier, or some other one. It looked pretty sweet.
Posted: Thu Feb 03, 2011 10:53 pm
by Spinoza
Adept wrote:QUOTE (Adept @ Feb 4 2011, 12:56 AM) Spin, post that example pic with the TF carrier, or some other one. It looked pretty sweet.
Right... I sort of hate this screenshot. It's in windowed mode so it looks silly and compressed.
You got to admire the TF carrier... looks good no matter what.