Reassembly

Reassembly

Less Glow
14 Comments
ThatRandomTayto 3 Aug, 2018 @ 8:47am 
True, but there's no gravity coming from them that would make them the slightest bit fun to destroy :P
NimrodX  [author] 2 Aug, 2018 @ 6:36pm 
Not with just shaders. The larger asteroids are supposed to be "planets"
ThatRandomTayto 31 Jul, 2018 @ 10:32am 
Hey uh, do you think it's possible to make a planets mod?

Planets in Reassembly would be AMAZING, and is it possible to code gravity for the planets too?
NimrodX  [author] 7 Jul, 2018 @ 3:25pm 
NimrodX  [author] 5 Jul, 2018 @ 8:45pm 
I would have done it by now but I'm trying to learn some more shader stuff. I'll probably do it tomorrow.
Pango Pangolin 5 Jul, 2018 @ 2:52pm 
Ok thank you
NimrodX  [author] 5 Jul, 2018 @ 1:42am 
Yep, can do that too though for that I think I can just use cvars.
Pango Pangolin 4 Jul, 2018 @ 6:40pm 
you are a saint, i use mods the boost the power to outrageous lengths and the glow is rather annoying.
is it possible for you to do one that eliminates the glow all together?:sfsmug:
Jenno 3 Jul, 2018 @ 8:21pm 
yeah, but little to know command core glow and block pulsing that this mod does
NimrodX  [author] 3 Jul, 2018 @ 3:45pm 
I think I know how to do that. I'll give it a try. You're basically just wanting out of control glow on lasers, bullets, missiles, etc?
Jenno 3 Jul, 2018 @ 12:39pm 
Hey do you think you can make a version that does just like this one, but makes lasers and projectiles have alot of bloom?
NimrodX  [author] 2 Jul, 2018 @ 8:21am 
Thanks. I knew it affected more than I wanted but I wasn't sure how to address that. (I was also half alseep and just wanted to get an initial stab at it sort of working.) I'll try out your suggestion and add you to contributors.
Uiharu_Kazari  [author] 2 Jul, 2018 @ 4:34am 
Good job! The command's halos always too bright.
By the way, the adjustment of "ShaderColorLuma" not only affects the core halo, but also the laser, shield and cannon. So, here are a few things you can change a little bit in the vertex shader of "ShaderColorLuma":
float light;
if (Position.z == 1.0 && SourceColor.a == 0.0) light = 0.2;
else light = 1.0;
DestinationColor = light * Luma * SourceColor;
gl_Position = Transform * Position;
And then, the fading of brightness will only affect the command.