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
Like anything it depends how far you want to go with it. Web pages are just easier to fall victim to the "endless tweaking syndrome".
Wannnt..
Ya, maybe an off white rounded box or something besides the gray background with dark gray text
I also would suggest an increase of contrast between text and background to make it easier to read.
harpo
Ah, I was wondering whether that would be a problem. It's entirely possible that my screen makes it easier to read dark grey on light grey.
Well it all seems to work. I'm assuming this is just the early content, and you haven't had time to get the page layout setup. Having a bunch of divs doesn't mean anything if it doesn't make your page look any more organized.
Still, thanks for putting that out there, I'll be glad to give more web advice once you get things more situated.
Love the effect, good job!
One question, how do I change the color of the shields, I'd like them all to be blue?
DownloadHowever, this version uses the default blue color.
Changing the ColorIf you want to change the color, you can open the 'GS_ShieldImpact.fx' file inside the PipelineEffect folder of the mod, with a simple text editor like notepad (not a rich text editor like Word) and search for 'shieldColor'.
Some background information:
The 'float()' on the right of the equals sign contains the Red, Green, Blue and Alpha components of the color. These are values between 0 and 1, in stead of the 0-255 (8-bit per channel) values you might find in Photoshop or MS Paint. You will also see they have an f right behind them. This is to tell the game (or well... the compiler) that it is a specific kind of floating point value.What you need to do:Simply find a color you like with a standard color picker, copy over the R, G and B values, add and "f / 255.f" (without the quotation marks) at the end of each value. The shader currently doesn't use the alpha channel for anything, so just leave that at 1.f.
Great, just what I needed, thanks dude!
Wow, nice work.
Are you making this public for modders, like me, for Star Trek - SoA2.with credit of coarse.
If you are, may I suggest putting that info in the OP along with the coloured and not coloured download links.
I can also mirror files on soase.x90x.net if you like. This site is also a work in progress.
I'll make a release thread for this later™ , with all important stuff in the main post, because I don't own this thread (I signed up AFTER Maxloef made the post for me ), so I can't change the main post. That might also be a nice place to reference mods that end up using it.
Right now, my site seems to be handling it, despite the fact that it's running custom code, instead of a well known stable framework. If it ends up exploding because of heavy traffic, I'd like to take you up on your offer .
Amazing mod, thank you very much! I've always wanted better shield effects in Sins, and as a hardcore Trekkie, this satisfies my desire for shieldy awesomeness
I've been trying to find this "shieldColor" you've been referring to in the file since I want the TEC shield bubble to be blue, like the Advent, but I can't find any reference to it. Any ideas?
http://soase.x90x.net/reference-files/Reference_Files_Reb_v1.5/GameInfo/PlayerTechLoyalist.entity
line 286
shieldData shieldAbsorbGrowthPerDamage 0.001000 shieldAbsorbDecayRate 0.012500 shieldAbsorbBaseMin 0.150000 shieldColor ffffc705 <-- Hex Colour, leave the 1st ff, it's the alfa channel
Sorted now, thank you! TEC now has puuurty blue shields
Only found about this now and it looks great. Good job and thanks!
Awesome sauce!
Glad you guys are sharing it and it looks perfect so far.
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