Heh, not sure if dox bits flying off while the whole dox also stays behind as wreckage is compatible.
The way it worked in TA / Spring is most units would die without exploding and form a wreck, whilst a few that get really overkilled would full on explode. Any way you can make it so that only some dox explode (is there a way to include a test to say "if damage > 10 x Dox Health then explode" kinda thing)?
Nice, but why did you keep the team colors on the dox? I think there's some kind of wreckage texture in the files
Afaik the wreckage "texture" is just a generic noise texture, the "colors" come from a shader. But yeah I agree, though no idea about how it could be done.
I am on really thin ice here, but I think shaders are generally rather "bad" at making up random data. So noise textures are used for that. Shaders however are great to use math to basically determine the color of every single pixel displayed.
https://forums.uberent.com/threads/pte-build-84871-pte-is-now-live.69259/page-11#post-1096533 And i never thought textures could alter the mesh in any way, they're just colors and outlines for lighting. A noise texture is just a texture that looks like static, with random iterations in the static. Unless there's 2 types of noise textures... idk I don't know GLSL so i have no idea if there's random math operations in the native code, but i'm sure it would be a huge bummer without them.
I read that post from bgolus and got curious. So I had a look at the shader. It basically takes "random" values from a noise texture and modifies the vertex locations in the vertex shader based on those values. The fragment shader then calculates pixel colors based on a noise texture and some math. You can consider a noise texture as "random" input. It's basically a large field of numbers after all.
Updated for new build Still works in Titans, but doesn't make as much sense since there are wreckages now .