Maxloef

Directional based shield FX

Directional based shield FX

Work in progress

Title says it all, 

A shader augmentation by a good friend of mine (https://twitter.com/RC_1290

based on impact effect, this shader also uses the race color as specified in Racefile.entity.

This shader effect will be used in an unnamed upcoming mod, the theme of the mod is not hard to guess from the picture.

hope you enjoy

231,260 views 70 replies
Reply #26 Top

This is very very neat. :-)

 

Reply #27 Top

I want my shields with fudge ripple.  This shader mod is spectacular. 

Reply #29 Top

Right before you posted this I was playing with a "fractal shield effect" to sort of simulate it.  A shield in hundreds of scattered pieces.

This is a lot more towards what I actually wanted.

Reply #30 Top

Quoting Sinperium, reply 30
Right before you posted this I was playing with a "fractal shield effect" to sort of simulate it.  A shield in hundreds of scattered pieces.

This is a lot more towards what I actually wanted.

Cool! What did the fractal effect look like? Do you mean it like recurring patterns (fractal) or the shield shattering after many fractures?

If you made a shieldmesh with many polygons, I think you could create a really cool effect with a vertex shader. Or perhaps simply a particle system of many small pieces at the point of impact.

Reply #31 Top

Oh it completely sucks.  I suspect in my case it's duE to lack of proper tangents.

I know an irregular, assymetrical shield canwork as I used the Vasari minelayer shiel on a Nantes sized model with great effect--except under heavy fire the entire shield becomes visible as a ghostly Vasari minelayer.

I think using layered geodesic shapes, hexagons, polygons, bubbles, triangles or even extruded and connected blobs can work but the effect here surpasses my efforts due tolack of skills on my part.

Reply #32 Top

I'm seriously impressed. :D

 

Would there be a way to do a mini-mod that would allow for multi-play while keeping the shield effects you showed?

They look that much better in my sense than the originals did ;)

 

I just love the fade in and out! 

Reply #33 Top

Quoting SG23, reply 33
Would there be a way to do a mini-mod that would allow for multi-play while keeping the shield effects you showed?

I could be wrong, but assuming he only changed particle effects and/or shaders it should be fine for multiplayer.

Reply #34 Top

I think textures are a zero-checksum mod as well.  Anything Mesh or GameInfo related will cause checksum issues though.

Reply #35 Top

Quoting GoaFan77, reply 34

Quoting SG23, reply 33Would there be a way to do a mini-mod that would allow for multi-play while keeping the shield effects you showed?

I could be wrong, but assuming he only changed particle effects and/or shaders it should be fine for multiplayer.

 

its only a Shader/Pipeline effect modification :)

 

Reply #36 Top

Quoting Maxloef, reply 36

Quoting GoaFan77, reply 34


its only a Shader/Pipeline effect modification

 

 

How can we do it then :D?

Reply #37 Top

I plan to release a few versions of the shield shader in October, or shortly after the release of a first version of Max's mod, whichever is sooner. I don't want to release it right now, to give Max a chance to release something first. But perhaps setting a timeframe might also encourage him to release something sooner ;)

Reply #38 Top

So, we're in October.

 

Can we have this magnificient shield shader mod? :)

Reply #39 Top

Looking forward to it guys.

Reply #40 Top

Oh dear, it seems it's October, and time to release this thing. I'm currently working on some other projects, because I actually need to earn some money ^^. When I've placed some products on the Unity Asset store, I'll come back here to release this shield effect.

If I simply uploaded the shader file (.fx) and told you to throw it in the PipelineEffect folder, would that work, or do you prefer it in a mod format?

Reply #41 Top

Quoting RC-1290, reply 41
If I simply uploaded the shader file (.fx) and told you to throw it in the PipelineEffect folder, would that work, or do you prefer it in a mod format?

That would work. :thumbsup:

Reply #42 Top

Quoting RC-1290, reply 41

If I simply uploaded the shader file (.fx) and told you to throw it in the PipelineEffect folder, would that work, or do you prefer it in a mod format?

That's all that's needed.

Reply #43 Top

Chances are anyone who is going to use custom .fx files knows how to make the basics of a mod.  You should definitely include a line about not overwriting anything in your main Sins folder, though, just to be safe.

Reply #44 Top

That's an awesome effect.

Reply #45 Top

Please release, that's superb!

Reply #46 Top

Quoting TobiWahn_Kenobi, reply 46
Please release, that's superb!

 

This!

Reply #47 Top

It would be nice actually

.

Reply #48 Top

Quoting Sinperium, reply 48
It would be nice actually.

Just sayin'... :digichet:

Reply #49 Top

Exactly.

Reply #50 Top

I'm sorry it is taking so long. I've been working on some other projects that needed to be finished before I could release my free work. I'm writing the page for this mod right now.
It'll be released when I launch my site.

I would love to say that it'll be released this week, but it turns out that graphics programming is a lot easier than web development ;).