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fuzinavl![]()
![]() Joined: 06 October 2004 Posts: 287 |
19 July 2005 03:53 (UK time)
JB writes: I am starting to have future ideas about dynamic lighting... You don't have to wait until M3 and a new OpenGL-based shrouder system with lighting, shadows, shrouders, etc, etc. M2 could do some pretty cool stuff now if it used Cra.ppylos. 0. Global shrouder toggle 1. Solid sectors could have individual shrouder toggles 2. Movable / destroyable objects could have CW shrouder polygons attached to them * crates, bunkers * large tanks (shrouder polygon would rotate with it) (When you're in a vehicle object, you need to turn the shrouders for it off.) * ? turn off shrouders for all objects on player's team ? (? toggleable ?) Edited: 19 July 2005 04:03 You need to login to create posts in this thread. |
Armageddon1212
![]() Joined: 10 July 2004 Posts: 142 |
19 July 2005 03:54 (UK time)
wow awsome! You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
19 July 2005 04:03 (UK time)
would sharred site be possible, or would every individual get its on sight? --on chat-- You need to login to create posts in this thread. |
fuzinavl![]()
![]() Joined: 06 October 2004 Posts: 287 |
19 July 2005 04:10 (UK time)
Cra.ppylos cannot directly support shared sight. I could but it's not worth it considering that I have plans 90% finished for the next Shrouder system. I suppose someone could render shrouders to offscreen bitmaps and logically blend them together, but that would cause immense slowdown. The next OpenGL based shrouder system will support all of that and much more. Details Buried here: (6th post?) http://www.jbserver.com/forums/ThreadView.asp?ForumId=4&TopicId=24&ThreadId=683 Edited: 19 July 2005 04:13 You need to login to create posts in this thread. |
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