.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
Thread Tools Display Modes
  #11  
Old September 20th, 2007, 11:32 AM

sgqwonkian sgqwonkian is offline
Sergeant
 
Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
sgqwonkian is on a distinguished road
Default Re: Ship Invisibility

The ship wouldn't be invisible for players, either. You'd still see a red triangle around it, wouldn't you?

And I wouldn't be surprised if the game crashed the first time a weapon tried to target the alphaless ship.
__________________
WW:RTIS & modding: http://transitivegaming.blogspot.com...abel/WW%3ARTIS
Other gaming stuff: http://transitivegaming.blogspot.com
  #12  
Old September 20th, 2007, 08:44 PM
Fingers's Avatar

Fingers Fingers is offline
Sergeant
 
Join Date: Jun 2005
Posts: 341
Thanks: 0
Thanked 0 Times in 0 Posts
Fingers is on a distinguished road
Default Re: Ship Invisibility

Well, the game wouldn't crash... But it'd be impossible for projectiles/beams to collide with the ship so you could never destroy it (unless you knock down its shields and finish off the hitpoints with the same hit). Black parts in the alpha channel are merely non-solid, not "invisible" if there's something in the RGB channels there... Non-zero RGB with zero Alpha gives you the transparent glowing effect used for the ship lights and Kawangi reactor glow.

This would allow you to create an insubstantial / indestructable "ghost ship" which could be really interesting (I think it'd only be destroyed by the bomb or a nova if you don't give it a shield)
  #13  
Old September 21st, 2007, 12:02 AM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
Default Re: Ship Invisibility

I tried it, and the results were strange. Instead of being invisible, it came out as loads of black lines. Whether it could be destroyed or not remains to be seen.

But yeah it'll raise up too much problems so I'll just equip them with cloaking devices, make them shadowy, and then we'll have as close to invisible as possible.

Since the race I'm making these for are called Phantoms, maybe I could make a ship called the Phantom Menace. ; - )
  #14  
Old September 21st, 2007, 02:59 AM

ragnarok_mr4 ragnarok_mr4 is offline
Private
 
Join Date: Sep 2007
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
ragnarok_mr4 is on a distinguished road
Default Re: Ship Invisibility

As a variant of this, I've tried to make "invisible mines" by referring to a non-existent image for the particle. BIIIIG mistake - this brings the engine to its knees in terms of FPS.
  #15  
Old September 21st, 2007, 04:47 PM
Fingers's Avatar

Fingers Fingers is offline
Sergeant
 
Join Date: Jun 2005
Posts: 341
Thanks: 0
Thanked 0 Times in 0 Posts
Fingers is on a distinguished road
Default Re: Ship Invisibility

If you want an invisible projectile, just don't put in a sprite entry (SPRI). There's no need to "draw something invisible".
  #16  
Old September 21st, 2007, 11:47 PM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
Default Re: Ship Invisibility

Alright. I've decided to have three different ships for the Phantoms, two would be just standard ships but with cloaking devices, and the third one would be a special event ship which would be indestructable. I could make this "ghost" ship appear only in a Kawangi-type event.

I'm happy with that idea.
  #17  
Old September 24th, 2007, 08:02 PM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
Default Re: Ship Invisibility

Just an announcement to all:

I should be releasing my mod in a few months. I originally was thinking February next year, but now I'm thinking more like late November this year for a beta, and the full version (fixing any bugs you guys find, and just generally improving it) around May 2008.

While I probably should call this one something like "Weird Races," as it's got dozens of them, I've decided to call it Peculiar Planets, partly because it sounds much better, and also it's not just more races, I've got plenty of new quests and a few more weapons, too.

Watch out for it!
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:48 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.