Loading...
  OR  Zero-K Name:    Password:   

New Halo Selections Shader

8 posts, 351 views
Post comment
Filter:    Player:  
sort


USrankaeonios
7 months ago
(edited 7 months ago)

The old 'blurry halo selections' shader/widget had a couple of issues, not least of which that it did not work on ati cards. I've rewritten it to be a lot nicer and barring disasters it should be in stable sometime soon.

-It should now work on ati cards.
-The halos look a lot more like 'blurry halos' and less like pencil outlines.
-Halos now have a much more consistent thickness vs camera zoom level.
-Options have been simplified.

Comparison screenshots:
Old:
https://s28.postimg.org/u1rpkkf4b/screen00025.png?dl=0

New:
https://s29.postimg.org/3zq59rklh/screen00206.png?dl=0

+8 / -0

AUrankhedgehogs
7 months ago
Cool! Great Job Aeonois!

I_I :)
+0 / -0


USrankaeonios
7 months ago
Derp. This is now in stable but it's broken by ally selections. :[ I've fixed it pending the next zk release.
+0 / -0

AUrankhedgehogs
7 months ago
Can we have old Halo look as option aswell?
The penline colors
+0 / -0


USrankaeonios
7 months ago
(edited 7 months ago)

Just turn the blur setting all the way down and adjust the thickness.
+1 / -0




AUrankAdminGoogleFrog
7 months ago
You should cull the geometry with the terrain to hide the underwater supports for the mex and radar. This cannot be achieved by hiding those parts of the model when irrelevant because the underwater section of the mex is also used for mexes to make them look more reasonable when constructed on steep cliffs.
+1 / -0


USrankaeonios
7 months ago
Well, I tried it, but there doesn't seem to be a way to attach the terrain depth texture to an fbo except by copying it. Given that I just saved a bunch of texture bandwidth by using MRT I would rather not.
+0 / -0


USrankaeonios
7 months ago
This should now be in stable, working properly and additionally more efficient than the initial implementation was.
+0 / -0