I'm assuming they will be toggleable, what hotkey will be used by default (keymap.ini will have an entry, I assume)? At either rate, they look fantastic.
Could the outline be just around the silhouette of the unit? It looks a little cluttered being around all of its edges.
What about having this as a particle effect? I could see a pretty cool mutant godzilla scenario coming out of this haha.That would actually be interesting, provided modders can create it as a "per techtree" thing. Since unit particles have a teamcolor attribute that can be used. Only disadvantage is that there's no way to have the radius be a perfect size for the unit, as well, it may not blend well with existing particles.
In MG I added "<shape>" attribute so you don't have to have unit particles spawning inside a circle.Totally off topic, but could you PM me the syntax or a link to where the syntax would be, as I'm nearly certain that tag isn't documented on the wiki, as I must have missed it.
[/b]That actually sounds really cool. So basically a shape that will be the same shape as the model's base?
That tag could be adopted and used to specify a new shape such as 'outline' where the spawned particles occurred randomly on an edge shared by a forwards and a backwards facing face of a single-sided mesh? Possibly snapping to nearest such edge if the model rotates?
What about having this as a particle effect? I could see a pretty cool mutant godzilla scenario coming out of this haha.That would actually be interesting, provided modders can create it as a "per techtree" thing. Since unit particles have a teamcolor attribute that can be used. Only disadvantage is that there's no way to have the radius be a perfect size for the unit, as well, it may not blend well with existing particles.
Overall, I prefer the outline, though I'm not against the implementation of particles.
If I understand correctly, it's particles in a certain shape. Normally, particles are a circle, but suppose you could have them in a shape that specifically fits the unit? Though, it is kind of offtopic, and GAE does not yet support some of MG's new particle features (Feature Request (https://forum.megaglest.org/index.php?topic=7252.0)).What about having this as a particle effect? I could see a pretty cool mutant godzilla scenario coming out of this haha.That would actually be interesting, provided modders can create it as a "per techtree" thing. Since unit particles have a teamcolor attribute that can be used. Only disadvantage is that there's no way to have the radius be a perfect size for the unit, as well, it may not blend well with existing particles.
Overall, I prefer the outline, though I'm not against the implementation of particles.
Wait, so this effect isn't particles.... Sorry, maybe I was too busy looking at dem purrdy pictures instead of reading the thread :-[.
Sooooo, what sort of effects are these? Is it the same sorta thing as the move target arrow and such? :confused:
Are you talking about the outline effect? That's just a special way to render the unit, no particles. The first ones are shaders.No, we're talking about the possibility of yet another way to display team color: with particle systems. The shape concept is a way to make the particle systems be restrained to a shape, such as the shape of the unit.
The second picture in the first post reminds me about a feature in other RTS-games. When units are hidden behind buildings or trees, they are drawn just in full team color. That way they don't get lost.Yeah, AoE2 had that, and it was very helpful.
The second picture in the first post reminds me about a feature in other RTS-games. When units are hidden behind buildings or trees, they are drawn just in full team color. That way they don't get lost.Yeah, AoE2 had that, and it was very helpful.
Maybe we can ask Phillip how they did it?See code (http://trac.wildfiregames.com/browser/ps/trunk/source/renderer/Renderer.cpp?rev=9847#L1354) - draw the world as normal, then clear the depth buffer, then draw occluders (terrain, buildings) to depth buffer, then flip the depth test (so only things behind those occluders will get drawn), then draw the units with a solid colour (and if the silhouettes should be partially transparent then enable blending and use the stencil buffer so each pixel only gets drawn once). As an optimisation (which we don't do yet), use some quick ray-casting to only bother drawing units whose bounding box is behind an occluder.