[REL][CLIENT] Pop Dox

Discussion in 'Released Mods' started by dom314, July 31, 2015.

  1. dom314

    dom314 Post Master General

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    Pop!
    [​IMG]
    Might cause performance issues....let me know if it does xD.
    Nicb1, MrTBSC, DeathByDenim and 4 others like this.
  2. stuart98

    stuart98 Post Master General

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    AWESHUM!!!!SHIFT1

    But now make one that looks good when using wreckage.
  3. dom314

    dom314 Post Master General

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    Heh, not sure if dox bits flying off while the whole dox also stays behind as wreckage is compatible.
    cdrkf likes this.
  4. cdrkf

    cdrkf Post Master General

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    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)?
  5. proeleert

    proeleert Post Master General

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    Awesome looking forward to the More Pop Pop mod :)
  6. killerkiwijuice

    killerkiwijuice Post Master General

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    Nice, but why did you keep the team colors on the dox? I think there's some kind of wreckage texture in the files :)
  7. cola_colin

    cola_colin Moderator Alumni

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    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.
  8. killerkiwijuice

    killerkiwijuice Post Master General

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    I thought it was the other way around ;3
  9. cola_colin

    cola_colin Moderator Alumni

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    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.
  10. killerkiwijuice

    killerkiwijuice Post Master General

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    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.
  11. cola_colin

    cola_colin Moderator Alumni

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    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.
    killerkiwijuice likes this.
  12. killerkiwijuice

    killerkiwijuice Post Master General

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    That would make sense :p
  13. MrTBSC

    MrTBSC Post Master General

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    WAAAAAAAAHHHHHHHHAAAAAWESOME!!!!!
    dom314 likes this.
  14. Nicb1

    Nicb1 Post Master General

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    InstaLike!

    Great work as usual Dom.
    dom314 likes this.
  15. dom314

    dom314 Post Master General

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    Updated for new build
    Still works in Titans, but doesn't make as much sense since there are wreckages now :).
    stuart98 likes this.

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