[REL]Modified Fab Shader

Discussion in 'Released Mods' started by RCIX, June 12, 2013.

  1. stormingkiwi

    stormingkiwi Post Master General

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    Do you reckon you could do a similar one for lasers?
  2. mered4

    mered4 Post Master General

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    This. Is. Awesome.

    :D
  3. stuart98

    stuart98 Post Master General

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    Has the nanolathe or whatever gotten a team color check yet?
  4. stormingkiwi

    stormingkiwi Post Master General

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    Nope. I played without the mod. Pretty sure default green.
  5. SXX

    SXX Post Master General

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    As long as I know all projectiles are handled by particle system and few version ago you wasn't able to use custom shaders with it.

    Not sure if anything changed since then. :(
    stormingkiwi likes this.
  6. stormingkiwi

    stormingkiwi Post Master General

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    :(
  7. stuart98

    stuart98 Post Master General

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    No, like the fab shader checks what team color is being used and then puts a green mesh on, but modders can make it use the info to select its shader. The nanolathe doesn't check team colors when i last checked, although an uber guy said he was adding that in. Did he ever finish it?
  8. stormingkiwi

    stormingkiwi Post Master General

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    Not as far as I know.
  9. SXX

    SXX Post Master General

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    Let me clarify thats all. PA have two different entities:
    • Shaders. It's just normal GLSL shaders you can edit with text editor.
      Stored in "/media/shaders".
      Those used for everything in-game, mostly everything you see it's shader.From shaders you able to access certain in-game values like team color.

    • Effects handled by particle system. It's JSON files with strict structure and each can contain multiple particle emitters.
      Stored in "/media/pa/effects/specs".
      Those used for projectiles, explosions, mouse click effects, "N S" and "ABCD" letters, etc.
      I'm not totally sure if shaders that particle system use can be modified.
    As long as I know you can't set custom shader for particles and particle system don't have access to any external info.
    stormingkiwi likes this.
  10. stormingkiwi

    stormingkiwi Post Master General

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    Did this ever happen?
  11. proeleert

    proeleert Post Master General

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    Installable now using PAMM v3
    Quitch and stormingkiwi like this.
  12. stormingkiwi

    stormingkiwi Post Master General

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    Ahh proeleert, you legend!
  13. proeleert

    proeleert Post Master General

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    no no thx rcix :)
    Just packaged it.
    Any other old mods that needs to be converted / updated ?
  14. stormingkiwi

    stormingkiwi Post Master General

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    Rcix is a demi-god.
  15. emraldis

    emraldis Post Master General

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    Could you add an option to use the secondary color instead?
  16. Raevn

    Raevn Moderator Alumni

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    Or have the outline in the secondary colour, and the fill as the primary?
    emraldis likes this.
  17. totalannihilation

    totalannihilation Active Member

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    @RCIX can you update to the gamma version?
    it seems that this mod makes some unit icons to disappear (commander, gunships, vanguards and orbital stuff)
  18. Dementiurge

    Dementiurge Post Master General

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    I've been sitting on a fixed version. So pretty.

    PA_teamcolorshader_gamma.png

    Attached Files:

    Remy561, Quitch and cptconundrum like this.
  19. bgolus

    bgolus Uber Alumni

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    Passing team colors to the effects system is still on my list, but no, not yet implemented. I thought I might get a chance to when we first added pings, but there was an easier solution.
  20. totalannihilation

    totalannihilation Active Member

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    this is not the problem, the mod works fine, but it brings along a bug, in which the zoom out icons of commander, gunships, vanguards and some orbital units will not show up
    In the first picture, we see a commander with no icon
    [​IMG]

    in the second picture, we have 4 peregrines and 5 gunships, the gunships have no icon
    [​IMG]


    I was planning to report the bug, but then I decided to check if it was one of the mods causing, apparently deactivating this one solves the problem

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