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Starshell illumination - or rather, lack thereof
Anyone have any idea of a shader file associated with the starshell illumination? I spent some time looking the associated dat files with starshells and its effects, and if theres any setting therein (particles.dat, materials.dat), that makes the illumnation.....illuminate, i didn't see it. Which leads me to believe im looking for a shader file.
Trouble is, theres so many to choose from. :damn: |
I have a stupid q for ya Ducimus - is this in regards to getting player usable shells to work? I have noticed that the enemy starshells seem to function. If so, why not just use their starshells as a baseline and then change em to fit your need?
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Did that.. sorta. I loaded the player deck gun with starshells so i could test. Player and AI use the same thing as starshells go. I just wanted it to light up the sea like it did in Sh3.
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Having said that, would the starshell object not need to have an omnidirectional light source attached to it, rather than it being controlled from a shader? |
OK, I finally had time to take a look. Very strange.
Node @Flare in particles.dat is attached to Light node - Flare_omni in materials.dat. This node is set up as an omni directional light sourcce. This is made up of a mix of three graphics, blured_spikey_star_add, blured_sharp_star_add and expl_hallo. The only difference that was obvious to me was the opacity settings of the files was 255, whereas the opacity for lightning was 0. I tried various things, but nothing see,ed to have an effect. As far as pixel shaders goes, the only files I found that mention omnidirectional lights are in the InteriorIllumination folder. Lightning does light up the whole scene doesn't it? Come to think of it, I can't remember seeing any effects that light up the sea / ship at night. |
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