In my game I wanted to do a kind of "target scan" for my head-up display. Ideally I wanted a simplified wireframe of the target model. Even more ideally I wanted this display to fade in and out a bit randomly.
I think the final result looks pretty cool:
This was done by cloning the targetted entity and adding it to my overlay. Also I (obviously) changed to wireframe drawing and changed the material. The material is what I call a mask: an opaque monochrome texture that I use with "scene_blend add". I modulate this texture with the desired colour since the colour of the HUD must be changeable at runtime.
Also, the UV map is animated with scroll_anim.
The mask is a simple noisy clouds texture.
Here's a fun technique (wireframe scan effect)
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The rest of my HUD (not in the pics) is static at the moment.
The previously posted montage was at full resolution, but I had made the wireframe small and put it in the corner of the screen.
For the purposes of this request only, I've enlarged the wireframe display and put it in the middle of the screen.
Just clicking on the thumbnails doesn't get you the full resolution as far as I can tell. You'll need to right-click and "view image" (firefox).
A couple of wireframe pics. The ship in the background is in the process of being hit by a missile (two separate events).
Just in case you're wondering what happens after a persistent barrage:
I think it needs some more long-lasting debris.
Comments welcome.
NB. the low frame rates are because this is an unoptimised debug build.
Edit: Oh yes. Please help me think of better names for my game.
The previously posted montage was at full resolution, but I had made the wireframe small and put it in the corner of the screen.
For the purposes of this request only, I've enlarged the wireframe display and put it in the middle of the screen.
Just clicking on the thumbnails doesn't get you the full resolution as far as I can tell. You'll need to right-click and "view image" (firefox).
A couple of wireframe pics. The ship in the background is in the process of being hit by a missile (two separate events).
Just in case you're wondering what happens after a persistent barrage:
I think it needs some more long-lasting debris.
Comments welcome.
NB. the low frame rates are because this is an unoptimised debug build.
Edit: Oh yes. Please help me think of better names for my game.
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