[MOD] REARM V2 WIP thread

He literally retouched everything, plus sent me source files with his adjustments.

He masked out team colors with scratches and such. That worn out paint look.
He toned down the normal map. They show up in certain angles, but don’t make these gamey white edges anymore.
He used normal map to render the AO to select/bring out the armor lines in order to lighten them up.
He actually made Specular and Reflection in the HWRM style.
He made the PAIN texture. (What is the PAINt texture again? Someone gave a vague explanation somewhere, that it helps the team colors to do… something).

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PAIN is the ‘paint’ mask. The shader knows there’s paint where there are team/stripe/badge pixels - but you may also want paint to be other places - places that don’t change color, float over other bits of the hull, labels, etc. So you can add that with the PAIN mask.

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Paint. Light behaves differently on areas with team/stripe. The _PAIN I included was just a straight up copy of a combined team/stripe mask. You’re going to want to add the yellow bits around the hangar bay to it and your labels mask.

OK. So PAIN is the paint look of the places without any team colors. Make sense. And yes, I’ll add the yellow, thanks for the tip.

Well the MBC is more or less done (it still doesn’t have thrusters, there’s that repair points missaligment and a need for an updated ship icon for example).
This p̶r̶o̶b̶l̶e̶m̶ ̶g̶a̶l̶l̶e̶r̶y̶ WIP thread will now focus on the Hiigaran Cloaked Fighter (Something bite sized now). This little hybrid design is meant to resemble both the Kushan Cloaked Fighter and the Hiigaran Interceptor.

In Remastered it may not stay exactly as it was in Classic. MBC chaged proportions too.

And then I’ll move on to Cruisers:

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@BitVenom

I just made a spec/refl and did some team/stripe damage.
by @scole

I know it’s a suggestion, but also for the sake of comprehension:
I saw in dA once, a starship GIF showing the possible textures a ship can take (using Allegorhytmics I think). You can have the “brand new ship” texture and you can implement additional overlays to represent when time goes by or when the ship takes damage (just like scole did there).

Would it be possible with the current technology in HWRE to implement variable textures to express the ship situation (old, damage, etc)? Not a priority, just looking for the viabilty or if it’s processing expensive somehow or scalabity, etc.

\edit
@Pouk - these ships are looking good!

\edit2
I’m not referring to the current scar system that is applied over a “direct hit area”, but similar to that.

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Are You talking about an effect similar to the way Galactic gets torn up and weathered over the course of the four show seasons?

If I ever get around to properly managed ship shader editing via lua (texture, shader assignments, parameters) - Mods will be able to do this. That is a BIG if though.

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Just popping by to say that I loved the original release of your mod and I am looking forward to the Remastered version. I love that you try to stay faithful to the base game while adding variety.

Thank you. That is the goal. :slight_smile:

Thanks, I’m really more asking than anything else.
I’m satisfied with the current state.

Well someday in a far future I might be interested in alternative Team Color schemes:

Might. Honestly it likely won’t happen again.
But that’s not at all similar to the damage model concept you describe Chimas.

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We wanted this too but just getting the game done was enough without adding more to our plate, unfortunately.

Yeah, I definitely do understand the importance of priorities and the reality of feature wishlists.

Oddly, once I’ve got the previous features in (persistent shader editing) - I have been thinking about doing a variant ship feature that allows ‘projected’ UVs and extra badge channels - making for stuff like a custom ship painting editor, etc… really easy. Lots to think about, but I may do it and lend the system to Mods (as we’re likely never going to use it in-house). I also still have a proper dynamic badge # or name system to explain.

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Just clarifying my previous remark:

I used RODOH for a placeholder Artillery Frigate until I’ll make a new one:

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One other thing I owed to myself was to make screenshots with the red team colors against this background. I just had to:

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Oh, wow. If shaders could be turned on or off via lua scripting, we might be able to do shaders that are enabled or disabled in specific conditions.

Example shaders:
Map specific: icy effect in a Hoth map
Damage specific: corrosive effect when being damaged by radiation
Location specific: heat distortion on ships that are outside dust clouds in a “hot” map

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That might be interesting.