Notice: Trying to access array offset on value of type bool in /srv/http/osirion/tracker/scripts/details.php on line 222 FS#92 : Clean up of material, light, flare and particle color types and flags

Project::OSiRiON

  • Status New
  • Percent Complete
    0%
  • Task Type Feature Request
  • Category src
  • Assigned To
    Stijn Buys
  • Operating System All
  • Severity Medium
  • Priority Defer
  • Reported Version Development
  • Due in Version Wishlist
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: Project::OSiRiON
Opened by Evan Goers - 2012-10-16
Last edited by Stijn Buys - 2013-11-17

FS#92 - Clean up of material, light, flare and particle color types and flags

Clean up and homogenize material, light, flare, engine and particle color types and flags.

Those fx can be triggered by engine states (trigger_impulse, trigger_engine, trigger_destroyed, ..)
The color can be set as color_entity, color_entity_second, color_entity_third, color_engine, ...

TODO
- review/refactor: lights, flares, materials, and particles should have the some options for
triggers and colortypes.
The parameter names in .map file classes and .material files should be the same

Admin
Stijn Buys commented on Sunday, 28 October 2012, 23:21 GMT

Isn't it possible to use flares and textures with entity color?
Maybe the best solution is to split engine color and the engine flag into two properties
for both materials and flares.

Admin
Stijn Buys commented on Wednesday, 23 January 2013, 21:14 GMT

I propose to apply the solution I used for particle systems on lights and flares:
the 'engine' flag should mean 'engine color', add a new flag 'thrust' for engine activation
We could add 'impulse' and 'jump' flags in one go.

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