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Visualize boosted creep parts

Open thmsndk opened this issue 5 years ago • 3 comments

it's hard to see when a creep is boosted, especially because creep parts are not shown on the side panel.

Assorted comments from slack, will have to refine the issue more. I do like the idea of making boosted parts higher, though it is a very subtle indication. I also like the idea of the effects being enhanced. depending on the action.

SixPairsOfFeet 20:01 bling on the creeps Yoner 20:02 Oh like make them sparkly? SixPairsOfFeet 20:03 that'd be one way gold chains and such would be another :stuck_out_tongue: Yoner 20:03 They should be sparkly And have special effects for their related actions

Rivaryn:smile_cat: 17:59 bolts a gun on top of ranged creeps, and makes it glow when boosted :tonguecat: Given the color ring on normal creeps (in the official client) I'd say making the colors much brighter would be one way. Would suggest making heal parts a darker green then. Each tier of boost could be a different lightness, with T3 being the brightest of each color. That way you still can color only part if only part is boosted. But I don't know how that translates to the 3D client.

Robalian 01:44 The boosted parts could be thicker on height axis. We have that advantage over vanilla client after all

thmsndk avatar Dec 30 '19 01:12 thmsndk

had a look into having some visualization of boosted bodypart. since we use texture, we would need to generate yet another overlay (with just boosted parts)

for having them glow - it's not exactly working since it's making the bodypart white (since it's emiting light...) for having it being thicker - that's also tricky - it would require another ringlike object that would cause issues of looking 'inside' the creep when looking from the side (since unboosted bodyparts would be transparent)

Gadjung avatar Oct 02 '20 16:10 Gadjung

@Gadjung could we not use a heightmap for some sort of bump visualization effect? and that heightmap could be how boosted the part is 🤔

thmsndk avatar Nov 12 '21 08:11 thmsndk

height-map gives proper specular layer (so reflections) and could not be used as bump-intensity

in theory one could make the normal-map, plain, with circles/diamonds/whatever-shaped to show boost level (i.e T1 is plain, T2 has circle-shaped bumps, T3 has diamond-shaped bumps) but still it would be not that much visible since it would be small and would require another mesh /if there is no now/ since creep-body already has bump-map

Gadjung avatar Nov 12 '21 10:11 Gadjung