I do have a work around for the glowing torpedo tubes and ship lights. It’s what I did a long time ago for a couple of HW1 S.O.A. ships, and a few ships for another MOD. Basically it animated both lights (with movement) and weapon glow (with attack orders) by using duplicate mesh parts that were activated by MAD… I had forgotten about it until just recently.
This technique can also be done with ship cabin lighting if the mad could be triggered by the emp blast…
Can I please have a copy of your nacelle anim texture? @Major_Stress would like to do new ones up but if there’s a handy template to start from that would be very helpful
LOL If i only knew it was THAT easy. Thank you sir. I don’t need your texture sheet, but you gave me an excellent starting point to make my own texture.
Is speed set by how many frames in the texture? or is it adjusted in the shader?
It’s set in the ships HOD file, using the HOLD_PARAMS stuff. Make a node in the ship called MAT[yourmaterialnamehere]_PARAM[animParams]_Type[RGBA]_Data[4.0,4.0,20.0,0]. First 2 parameters are how big your sprite sheet is horizontally and vertically in tiles, and the third parameter is how fast the animation goes. Last parameter changes the shader into scroll/rotate mode if set to 1.
You’re pretty handy with shaders, would there be a way to add in an extra texture layer? I am wanting to see if a custom shader can be created to allow us to layer in a starship registry. It’s just a wild idea at the moment but I’m hoping that with some help we can tie specific ship registries into a folder full of ship registry textures and have them uniquely selected per ship that’s built
This is the original thread discussing ideas about the concept, this would possibly be a better solution
I imagine it’s possible, as it’d be similar to the badge shader, using the second UV channel for the registry texture. The main issue I can see would be the registry textures themselves, as I’m not sure how I’d load those in at the moment, other than having half a dozen different hods per ship class, each with a different registry texture. That would probably need engine side additions and extra lua functions, like a SobGroup_SetShipTexture(…) or perhaps a SobGroup_SetShaderParameter(…). (I do have a few ideas on how it could possibly be done now, but I’m not sure if it’d work yet. Will have to investigate.)
(I’d love this feature myself, for obvious reasons.)
@radar3301, @PayDay, @CMDBob - I’m working on Cataclysm lightning clouds, and I’ve gotten as far as modifying the vertex colors en masse, but I have almost no idea how to selectively alter the color of specific verts in the mesh. Any help y’all could offer would be most appreciated. I presume I have to randomly iterate through the vertex array or something like that, but I have no idea how to DO that.