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Author Topic: [0.96a-RC8] HexShields - Shield Reskin v1.3.1  (Read 112176 times)

tomatopaste

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[0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: January 25, 2022, 06:49:19 AM »



Requires the CMUtils mod as a dependency!


Feature list
  • smoothly reskins shields with cool hexagons
  • vanilla-imitation visual mode
  • disables vanilla shield rendering for a true performance boost
  • three shading modes available (settings.json to change)
  • can be added/removed from saves whenever
  • requires hardware supporting gl330
  • uses whitelist csv to replace shields based on hullstyle (won't affect modded hullstyle ships unless mod adds whitelist csv entry to its config, or user adds manually)
  • efficient renderer, virtually no performance impact on most systems (requires hardware supporting gl 3.3,  might even boost performance like FER mod, needs testing)
  • seamless 360 shields (unlike vanilla, shields are ruined forever)

note 1: jitter level can be adjusted (and disabled) by going to data/shaders/shield.frag and setting the jitter multiplier value to the desired amount
note 2: some scripts that force shields to be a certain colour on frame may run after this plugin, making a double shield appear (e.g. paragon fortress system, caliph)



Vanilla imitation mode
« Last Edit: May 24, 2023, 10:59:06 PM by tomatopaste »
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Jaghaimo

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Re: [0.95.1a-RC4] HexShields - Shield Reskin
« Reply #2 on: January 25, 2022, 08:47:31 AM »

Thanks for making the fill hex an option. Reckless shield tanking intensifies.

Looks like it can be added or removed mid-game. Perhaps OP update?
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Ruddygreat

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Re: [0.95.1a-RC4] HexShields - Shield Reskin
« Reply #3 on: January 25, 2022, 09:59:17 AM »

rip, the hex greebles claim another

Great Wound

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Re: [0.95.1a-RC4] HexShields - Shield Reskin
« Reply #4 on: January 25, 2022, 10:18:58 AM »

I'm not a fan of beehive barriers but these are beautiful.

lyravega

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Re: [0.95.1a-RC4] HexShields - Shield Reskin
« Reply #5 on: January 25, 2022, 12:11:21 PM »

Hexagons for life!
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Dhunt05

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Re: [0.95.1a-RC4] HexShields - Shield Reskin
« Reply #6 on: January 25, 2022, 11:58:53 PM »

This is stupid good :D
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tomatopaste

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Re: [0.95.1a-RC4] HexShields - Shield Reskin v1.0.1
« Reply #7 on: January 26, 2022, 05:25:58 AM »

v1.0.1
- added shield fadeout
- removed conflict with scripted shield colour shifting
- tweaked visuals
- slightly reduced hax level
- enabled utility flag
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Mira Lendin

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« Reply #8 on: January 26, 2022, 11:18:27 PM »

Am i dreaming ? this is amazing!
Edit: is there a fast way to whitelist all custom faction shields without having to add them to the whitelist file ?
« Last Edit: January 26, 2022, 11:54:11 PM by Mira Lendin »
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^^

tomatopaste

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« Reply #9 on: January 27, 2022, 02:45:07 AM »

Am i dreaming ? this is amazing!
Edit: is there a fast way to whitelist all custom faction shields without having to add them to the whitelist file ?
yeah you can replace it with this csv courtesy dhunt (contains a bunch, might need to double check) https://cdn.discordapp.com/attachments/908508642976878702/935804133913530388/hex_whitelist.csv
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lyravega

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Re: [0.95.1a-RC4] HexShields - Shield Reskin v1.0.1
« Reply #10 on: January 27, 2022, 09:13:51 AM »

- added shield fadeout

Many thanks! This bugged me a little :D
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Nia Tahl

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« Reply #11 on: February 04, 2022, 06:58:54 PM »

Cool stuff, tomato. I'll whitelist all applicable shields on the next rounds of updates. Wonder if it'd maybe be nice to have multiple style options that can be defined via the whitelist csv in a second column.

Edit:
Tested the mod a fair bit more and while it mostly looks nice, it clearly can't handle any kinds of brighter backgrounds with that very visible black border around the shields.
« Last Edit: February 05, 2022, 09:50:15 AM by Nia Tahl »
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Szasz

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« Reply #12 on: February 12, 2022, 02:04:29 AM »

Ah yes, don't stop! :P ::)
Was yearning for this for years.
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Szasz

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« Reply #13 on: February 13, 2022, 02:25:41 AM »

Feature list
  • smoothly reskins shields with cool hexagons
  • two shading modes available (settings.json to change)
  • uses whitelist csv to replace shields based on hullstyle (won't affect modded hullstyle ships unless mod adds whitelist csv entry to its config, or user adds manually)
  • efficient renderer, virtually no performance impact on most systems (requires hardware supporting gl 3.3,  might even boost performance like FER mod, needs testing)
  • seamless 360 shields (unlike vanilla, shields are ruined forever)

note 1: jitter level can be adjusted (and disabled) by going to data/shaders/shield.frag and setting the jitter multiplier value to the desired amount
Few notes on these statements:
On default settings the edges of extended shields on this Falcon are very sharp (in a bad way) working against smoothness.
Jitter is intentional? I see constant flicker on the hexagons, aka the grid is changing position every few frames and its very uneasing. Changed some multiplier in shield.frag and hexagons are gone completely so technically it indeed eliminated jitter  ;D. What I'm saying is jitter should be more clear/fool-proof to change.
Option for blacklist behaviour would be appreciated.

[attachment deleted by admin]
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tomatopaste

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« Reply #14 on: February 13, 2022, 03:47:35 AM »

Feature list
  • smoothly reskins shields with cool hexagons
  • two shading modes available (settings.json to change)
  • uses whitelist csv to replace shields based on hullstyle (won't affect modded hullstyle ships unless mod adds whitelist csv entry to its config, or user adds manually)
  • efficient renderer, virtually no performance impact on most systems (requires hardware supporting gl 3.3,  might even boost performance like FER mod, needs testing)
  • seamless 360 shields (unlike vanilla, shields are ruined forever)

note 1: jitter level can be adjusted (and disabled) by going to data/shaders/shield.frag and setting the jitter multiplier value to the desired amount
Few notes on these statements:
On default settings the edges of extended shields on this Falcon are very sharp (in a bad way) working against smoothness.
Jitter is intentional? I see constant flicker on the hexagons, aka the grid is changing position every few frames and its very uneasing. Changed some multiplier in shield.frag and hexagons are gone completely so technically it indeed eliminated jitter  ;D. What I'm saying is jitter should be more clear/fool-proof to change.
Option for blacklist behaviour would be appreciated.

Ah yeah the 360 seam led to a dumb hack that doesn't work at near-360 deg shields, will fix when i update. I'll also make the jitter easier to change for people that aren't familiar with GLSL code.. ;).

Have also fixed dark edge, although it does look cool as it is. Will make it a config option.
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