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Particle rendering priority?

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Date Editor Before After
10/30/2014 5:26:22 PMQAranknorm0616 before revert after revert
Before After
1 @GoogleFrog, I agree we need to see not only shield position, but also strength. The coloration of a shield is something I consider important, but I think that shields could be much more transparent until they come under fire. That would limit particle spam from shields in the back and significantly lower particle counts from shields in combat. 1 @GoogleFrog, I agree we need to see not only shield position, but also strength. The coloration of a shield is something I consider important, but I think that shields could be much more transparent until they come under fire. That would limit particle spam from shields in the back and significantly lower particle counts from shields in combat.
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3 [img]http://farm5.static.flickr.com/4068/4473831302_cb1a7ea4c7.jpg[/img] 3 [img]http://farm5.static.flickr.com/4068/4473831302_cb1a7ea4c7.jpg[/img]
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5 Consider a picture like this where most of the shields are mostly transparent, but the one that got hit is very easy to see and makes for a nice contrast. Although I think these graphics would load down most users, I think the general concept could reduce particle count while making shields look more interesting. 5 Consider a picture like this where most of the shields are close to transparent, but the one that got hit is very easy to see and makes for a nice contrast. Although I think these graphics would load down most users, I think the general concept could reduce particle count while making shields look more interesting.