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Hyrule Conquest


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  On 04/05/2018 at 10:43 AM, aeonios said:

Ugh. Well, I can do that but it'll require cannibalizing the specular texture. Currently the specular texture is spec.rgb with alpha being the specular intensity and specular power being an engine global setting. If I do it you'll need to specify how you want to use the specular texture, with at least one channel left available for emit. I can implement specular in 3 channels with one for specular intensity, one for specular power, and one for metallicity (ie how much the specular color matches the diffuse color) with the alpha channel left over for glows, if that works for your particular art. If you're already using the specular tex you'll basically have to redo it for all your textures that use it.

For me it's not even a 5 minute job to modify the shader though. :P

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Thank you very much, also as a side note: it would need to be compatible with Alpha 23.

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@aeonios

 

Really it's the alpha transparency that defines the specular intensity ? We do not use that in any of our spec maps. I always thought it was the whiter the shinier and RGB would be color. I even disabled the alpha channel on some of those and some of the PNG are grayscale, even though the game just plainly ignores that.

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  On 04/05/2018 at 1:07 PM, stanislas69 said:

@aeonios

 

Really it's the alpha transparency that defines the specular intensity ? We do not use that in any of our spec maps. I always thought it was the whiter the shinier and RGB would be color. I even disabled the alpha channel on some of those and some of the PNG are grayscale, even though the game just plainly ignores that.

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Ha, you're right it does. The specification says that alpha is supposed to be specular intensity, but the shader ignores it completely. Interestingly the shader actually has a USE_SELF_LIGHT define which does apply a glow effect using the alpha channel of the spec tex for intensity. Go figure.

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  On 04/05/2018 at 8:08 AM, stanislas69 said:

Basically you can only have 4 Textures, and 2 UVs, with three textures for the first UV, and one for the last the AO. Though @vladislavbelov has a patch to allow more.
I guess the best idea would be to use the specular texture for the glow color and intensity.
 

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Yes, I'll commit it after the FF. And we can add materials with more textures.

I made few experiments with BRDF on 5 textures (diffuse, specular, glossiness, metal, transmission) some time ago and it works for me, but it needs to tune some params.

  On 04/05/2018 at 11:54 AM, aeonios said:

It'd only be a small change from the existing shader. The engine wouldn't care one way or the other.

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Do you mean just a glow material without bloom and real light emitting?

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  On 08/05/2018 at 6:57 PM, SirPope said:

I don't know if it's an illusion but the look so tiny. The big ones might be throwing me off.

Is it possible to auto spawn units yet? A giant spider nest that spawns weak fighter units would be neat to see.

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You could also do it the Battle for Middle Earth 1 way and just have earlier units be free of cost.  It might be easier.

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  On 08/05/2018 at 6:57 PM, SirPope said:

Is it possible to auto spawn units yet? A giant spider nest that spawns weak fighter units would be neat to see.

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Depends on what context. If the nest is specific to a map, one can use a triggerscript to spawn units.

But it might be a bit tricky if the nest is a “building” constructed by the player.

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A triggerscript could also be added in the gamesetup stage. A bit ugly and I don't see a more clean yet equally easy solution. One would have to add a new file to gamesetup/ and replace the launchGame() function with a function that adds the triggerscript and then calls the existing launch function, maybe.

One problem with automated spawning is that one have to track the number of units spawned, otherwise it can easily become too many.

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  On 09/05/2018 at 7:53 AM, elexis said:

A triggerscript could also be added in the gamesetup stage. A bit ugly and I don't see a more clean yet equally easy solution. One would have to add a new file to gamesetup/ and replace the launchGame() function with a function that adds the triggerscript and then calls the existing launch function, maybe.

One problem with automated spawning is that one have to track the number of units spawned, otherwise it can easily become too many.

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Limit a 8? or more

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  On 09/05/2018 at 7:53 AM, elexis said:

One problem with automated spawning is that one have to track the number of units spawned, otherwise it can easily become too many.

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Spider Domination: The Endless Web. Good book. I don't know if it exists but it is a good one. I don't think you'd be able to do anything else with the building (train other units, research techs). If js controls the production queue updates, it might be easy to adjust that one.

Just up and spawning them next to a building looks weird so I'm guessing they'd actually be trained. This seems a whole lot harder than I was hoping it would be. It seems better to just have a fast train time, be kinda weak, and let the player decide.

Although, this would make for an amazing civ: "You don't run the city. We overrun the city." *power rangers theme* "Spider Domination!"

Side thought / Random thoughts: Yes that just happened.

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All the Gohma units are all done!

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Check out all the details on them:
 

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  On 08/05/2018 at 6:57 PM, SirPope said:

Is it possible to auto spawn units yet? A giant spider nest that spawns weak fighter units would be neat to see.

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  On 09/05/2018 at 7:10 AM, (-_-) said:

Depends on what context. If the nest is specific to a map, one can use a triggerscript to spawn units.

But it might be a bit tricky if the nest is a “building” constructed by the player.

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  On 09/05/2018 at 7:53 AM, elexis said:

A triggerscript could also be added in the gamesetup stage. <...>

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+1 for the triggerscript solution if it would be a map-specific feature. I concur it would be easier to have a single pre-created building of such type in this case.

On the other hand, if it would be a part of the faction's core mechanic, it should be more natural and convenient to implement it via a dedicated entity-level component, like aforementioned ProductionQueue.

  On 09/05/2018 at 7:53 AM, elexis said:

One problem with automated spawning is that one have to track the number of units spawned, otherwise it can easily become too many.

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As an implemention hint: GarrisonHolder has an example of maintaining a collection of related entities.

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I guess it  won't help much if one isn't really involved with programming, but I'll post it for completeness:

Essentially one just needs an array of entity IDs that is extended when creating new entities and reduced on OwnershipChange. (entities.push(new_entity); entities = entities.filter(ent => ent != deleted_entity); entities.length). Here the diff that added a population counter to Jebel Barkal: https://code.wildfiregames.com/rP21735#change-8b9PIK4PY3xw.

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Janitors assure that a Gohma Hive is kept free of mess and operating to its best. They are slow and durable, but their large and powerful snapping jaws can carry heavy objects. They can carry dead corpses and snap trees in half.

Hmm.  Shades of the Synthetic from Alien vs Predator Extinction.  They were the Marine detector, and also were the only unit strong enough to carry Turrets.  An upgrade made them more combat-ready, but still a heavy scout.

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It's question time! Some of these I probably have asked before, but I can't seem to the find the pages I asked them on.

1. Is there already a feature in the engine where a projectile can spawn a unit on impact?
2. Is there a way in the engine to spawn more then one unit when a building or another unit dies? At the moment I can only spawn a single unit on death.
3. Is there a way for a unit to deal damage on death? My current solution is to spawn an invisible unit with a damaging aura on death... but then there's no way to make the invisible unit with the aura disappear after X amount of time, not that I can figure out anyway.
 

  On 12/05/2018 at 12:09 AM, Bloodly said:

Hmm.  Shades of the Synthetic from Alien vs Predator Extinction.  They were the Marine detector, and also were the only unit strong enough to carry Turrets.  An upgrade made them more combat-ready, but still a heavy scout.

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It's actually inspired by a unit of the same name from a game called Les Fourmis, or Empire of the Ants.

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