Title says it all,
A shader augmentation by a good friend of mine (https://twitter.com/RC_1290)
based on impact effect, this shader also uses the race color as specified in Racefile.entity.
This shader effect will be used in an unnamed upcoming mod, the theme of the mod is not hard to guess from the picture.
hope you enjoy
Another star trek mod? We already have like 2 star wars based ones, what's another?BTW, how is that shader different than this one: https://forums.sinsofasolarempire.com/428554
Nice!
Now about that mod.... is there any info available yet?
Well, that shield effect makes the shield mesh glow all across.
In this shader the shield only lights up on the point of impact. also seen here: https://twitter.com/RC_1290/status/237283344931487744/photo/1/large
and yes its another star trek mod
Are you releasing the shader by itself or you just wanted to display their work?
I've been working with this guy to make it work, its almost done however an ETA on the release is currently not available.
AKA: no.
To be far, the two SW mods do entirely different things and aren't comparable outside models. For all we know this could be an Requiem version of Star Trek...
I'm actually really impressed by the work there. You deserve more credit. Nice job there guys.
I'm trying to simulate the same thing (with no understanding of how it works) by making an irregular mesh.
Feel my jealousy.
The mesh is not changed, its only a shader adjustment currently we are tweaking to see if we can get the "reflections" to work with the shield color.
it should work with any mesh and from what ive tested yesterday it DOES, so you can have hull hugging shields and this effect will still work.
as for the reflections
They works but it can make the shields way to dark or way to bright depending on the background (reg and green background makes it superbright, and the dark blue ones make it very hard to see)
Still pretty cool. I hate the "huggies", "eggs" and "basketballs" for shields. This sounds a lot more in the right direction.
Very nice, guys! Keep it up!
yarlen, is there any chance of adding this to the base game?
harpo
Sometimes experiments simply go wrong. Luckily, with shaders, the results are usually trippy.
[Edit] moved copies of the images to my own server, steam did not like the hotlinking
Impressive young Skywalker.
I wonder if he can make an option to have it with or without team colors?
I definitely like the effect.
That would be great. I'm still impressed. I wouldn't even have known us mere "users" could have done this.
Would be great if you could key it to the team color option in-game so it can be turned on and off--or if cinematic mode did it--either way (I'm thinking screen shots here).
This stuff is incredibly impressive.
For some reason I feel like the Devs wanted, tried, and failed at directional shields for rebellion, so serious props to you.
Haha, thanks . Luckily for us users, the shader files are accessible and easily modifiable. If you use the dev version of the game, it reloads the necessary files automatically and you even get compilation errors if you screw up . Currently it's even faster than updating shaders in Unity3D (to be fair, Unity3d has to compile Cg into many different files, so it has a lot more work to do)The colors are actually based on race color, not team color, which is why the ship I keep showing screenshots of is yellow (neutral planet). Max can probably tell you more about it.New Stuff:I studied the existing code some more, because there were some things I didn't know how to change. Turns out that directionality of the shield impacts is actually built-in, but invisible because of the way it is applied.I modified most parts of the pixel shader to support better reflections than our first attempt, and a Cloudy noise effect.Unfortunately, the original effect covered up some problems with the uv-mapping of the shield, and as soon as I modified the noise, the individual polygons became a bit too easy to see:
So I changed the noise texture lookup to be based on the actual position of the pixel in space.
Which gives a better result for bubble shields.Same effect, lowered minimum shield opacity:
There are still some things I'd like to add. Max was hoping I could apply bloom to the shield so it seems to glow, and I agree that would probably look cool, but I'm not sure how to do that yet. Also, since I replaced the original ripple effect, I want to create a new one. Perhaps a band of high opacity moving across the shield.
But first, it's time to get some sleep ^^.
I hope you guys like it .[Edit] uploaded copies of the images to my own website, because Steam did not like the hotlinking ^^
I like it. Great job, guys.
Looks even better. Man, you guys are good.
Fantastic!
Some really nice work going on here, well done.
Thanks for all the praise everyone, I'm glad you like it .Today I worked on making the animated noise work better on capital ships, and having the noise scale according to ships size. The noise stretched too much on large ships, so I changed the noise animation to move outward from the point of impact. It created cool ripples but it also resulted in some odd starshaped artifacts.
Scaling the weight of the directionality by distance from the impact point made it nice and cloudy again. Unfortunately it also removed the cool ripple, but I wanted to make a custom ripple anyway.
I really liked the look of slow moving clouds across the shield, but it didn't really fit Star Trek ships, so I increased the animation speed. Unfortunately that also meant that also created a really odd reverse scaling effect after a few seconds. But since I had to increase the fade out speed of the shield anyway, I simply hid that .Here's a quick video of the current effect:If you have any suggestions, I'd love to hear them.
[Edit] Removed words that weren't actually English
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