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Re: DOOM3 STYLE INTERFACE
[Re: gamespider]
#139842
07/06/07 10:55
07/06/07 10:55
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Joined: Oct 2002
Posts: 361 Germany Cologne
hack-panther
Senior Member
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Senior Member
Joined: Oct 2002
Posts: 361
Germany Cologne
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hmmm... No, never seen before. But i read in the Forecast: Quote:
Panel/Text rendering on bmaps.
That`s sounds cool, but have somebody more information?
Last edited by hack-panther; 07/06/07 10:55.
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Re: DOOM3 STYLE INTERFACE
[Re: gamespider]
#139845
07/16/07 21:18
07/16/07 21:18
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Expert
Joined: Feb 2006
Posts: 2,185
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what about bmap_for_entity, couldn't it be used for such things?
and even then, are you 100% sure that this is what doom3 did? they could've used other methods...
Last edited by Manslayer101; 07/16/07 21:19.
- aka Manslayer101
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Re: DOOM3 STYLE INTERFACE
[Re: mpdeveloper_B]
#139846
07/16/07 21:23
07/16/07 21:23
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Could you explain/show more info? I'm not quite following what your trying to do. Pehaps there is another way to do what your looking for...
xXxGuitar511 - Programmer
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Re: DOOM3 STYLE INTERFACE
[Re: xXxGuitar511]
#139847
07/17/07 03:28
07/17/07 03:28
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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in halo (i assume it's the same in doom 3) the gun has a little lcd screen on it displaying the ammo. sounds like a little bit of shader work to me.
in the lower portion of the gun's texture you could have a serious of little images representing the numbers 0-9.
when calculating the diffuse colour of the gun (or emissive) in the ps, you could figure out whether or not this pixel is part of the lcd somehow (off the top of my head, the best way might be to check if the texcoords passed from the vs are within certain predefined bounds on the skin) and offset that pixel by a certain amount depending on the ammo, which would be passed to the shader via a skill.
if you set-up different materials for different parts in MED, you may not even have to check if it is part of the lcd in the shader; just attach that shader to that part of the model.
i've been too busy to learn more about shaders lately so xXxGuitar511 could probably give u a better idea (or better advice) now that he knows what you're going for (assuming my guess was right).
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: DOOM3 STYLE INTERFACE
[Re: JibbSmart]
#139848
07/17/07 03:43
07/17/07 03:43
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Assuming that Julz is right (  ), then this might be a bit tricky. However, there are several options. Using a shader would be one interesting way to do it, but probably the worst. The best thing that comes to mind is: Seperate the screen portion of the model from the gun (or whatever it is). Have this seperate model move to the guns position at the end of every frame (use proc_late()). With the screen model, make several skins for each state of the sceen. This might not work in your case, but it's an option. You could even keep it on the same model, but then you'd have to have the entire skin multiple times which would kill tex memory. If you wanted to get really advanced, you could create a seperate view that only renders the panel onto the screen model. This would do exactly what your looking for, but would be a bit more difficult to setup. Once we have the option to render a panel onto a target image, you'll be able to map the screen onto a seperate skin and render the panel to that.
Last edited by xXxGuitar511; 07/17/07 03:46.
xXxGuitar511 - Programmer
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Re: DOOM3 STYLE INTERFACE
[Re: gamespider]
#139850
07/17/07 17:33
07/17/07 17:33
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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It should work by first retrieving the bitmap with bmap_for_entity() and the setting a views bmap parameter to that texture.
Always learn from history, to be sure you make the same mistakes again...
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