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it should be easier to see under stacked shields plus it would be nice if the graphics for shields were improved

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CArankni
6 years ago
Putting a bunch of shields close together makes it harder to see what's under the shields as the colours stack.

Also it would be nice if the shields looked a bit better. Obviously this second part isn't a requirement, but eye candy would be great lol.
+1 / -0

6 years ago
Yes, but how? Suggest an approach.
+0 / -0

6 years ago
They used to be better looking but that was removed, but it seems we have this to look forward to: https://drive.google.com/file/d/1XskxfwKJES42xuPF0asYCUhkMFrKMDID/view
+0 / -0

6 years ago
ticket https://github.com/ZeroK-RTS/Zero-K/issues/2487
+0 / -0

6 years ago
The shield graphic was changed to what you are seeing now for the exact reason that you couldn't see what was below them. Making them uniformly blue improved this.

How would you make shields look nice again without the stacking problem?
+0 / -0
quote:
The shield graphic was changed to what you are seeing now for the exact reason that you couldn't see what was below them. Making them uniformly blue improved this.

Incorrect. Engine shield drawing was replaced with LUPS drawn shields because the engine renders shields as segments, which allows them to be depth-sorted and visible in pieces rather than a whole sphere at once.

This is, surprisingly, leads to worse performance than LUPS which renders a single sphere.

The LUPS reimplementation didn't receive a texture for purely technical reasons, as far as i can tell of AUrankAdminGoogleFrog not having sufficient bother to do that, and of RUrankivand deciding to construct the hyper-advanced over-engineered thing you see in the video all at once rather than get it merged piecemeal (e.g. texture first, impact ripple later).

quote:
How would you make shields look nice again without the stacking problem?

Reduced opacity on top, where most camera rays fall from. Various frag shader tricks if you're Hackerman.
+0 / -0

6 years ago
When two shields overlap each other, the points where both shields' textures overlap the color is stronger, since they both have some opacity value and together it's higher. How about adjusting the drawing so that the whole shield overlay gets drawn at constant opacity?
+0 / -0
CArankni
6 years ago
How about doing something similar to supreme commander forged alliance. There were no issues seeing what's under a shield there no matter how many stacked.

I also like the graphics that Kingstad posted.

You could also merge the shield colours like the unit selections merge when you select multiple units so you just see the outline of the entire shield.
+0 / -0

6 years ago
The inner edges are still mechanically functional and should be visible.
+2 / -0

6 years ago
My current shield implementation (the shown in video linked by NOrankAdminKingstad) is in pretty good shape from the technical perspective.

I would have liked it to be tested before Steam release, but it's only one day left before the release, so it's clearly won't be happening.

As far as I can tell, drawing with constant opacity or perform shield merge require completely different approach than the one used currently. I might redo the implementation later, but once my current work gets into the game.

I like Supreme Commander and C&C3 shield visuals. These implementations are relatively old, but still done by professional studios:

+2 / -0
CArankni
6 years ago
I would love to see you shield RUrankivand in the game and this issue addressed. It looks good.
+0 / -0