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

Attached to Project: Project::OSiRiON
Opened by Evan Goers (Mega) - Tuesday, 16 October 2012, 01:57 GMT
Last edited by Stijn Buys (Ingar) - Sunday, 17 November 2013, 00:55 GMT
Task Type Feature Request
Category src
Status New
Assigned To Stijn Buys (Ingar)
Operating System All
Severity Medium
Priority Low
Reported Version Development
Due in Version Wishlist
Due Date Undecided
Percent Complete 0%
Votes 0
Private No

Details

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
This task depends upon

Comment by Stijn Buys (Ingar) - 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.
Comment by Stijn Buys (Ingar) - 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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