Difference between revisions of "Visibility2"
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= New Visibility System = | = New Visibility System = | ||
− | == Basic Visibility == | + | == Basic Visibility == |
− | #Visibility will be defined as the number of pixels away someone with no radar can see you. | + | #Visibility will be defined as the number of pixels away someone with no radar can see you. |
− | #"visibility" tag will now mean emissive visibility. The light that emits from a ship or an item on a ship. Almost all items will still use this tag. | + | #"visibility" tag will now mean emissive visibility. The light that emits from a ship or an item on a ship. Almost all items will still use this tag. |
− | #Engine visibility and visibility from shooting will be emissive. | + | #Engine visibility and visibility from shooting will be emissive. |
− | #Add a new tag called "reflectivity". This represents how much sunlight will be reflected by a ship or item. This will | + | #Add a new tag called "reflectivity". This represents how much sunlight and radar will be reflected by a ship or item. This will mostly be used on ship hulls. Some items can also use it, like solar panels. |
− | #The visibility that comes from sunlight on a ship is equal to (sun visibility * ship reflectivity * 500)/(distance + 500). In 3d, brightness is proprtional to 1/distance^2, but if you consider a sun to be in 2d and only emit light in a plain, then brightness will be 1/distance. The *500/+500 will mean at zero distance, the visibiltity is full, at 500, it's 1/2, at 1000, it's 1/3, at 1500, it's 1/4, etc. This will provide a nice dropoff. | + | #The visibility that comes from sunlight on a ship is equal to (sun visibility * ship reflectivity * 500)/(distance + 500). In 3d, brightness is proprtional to 1/distance^2, but if you consider a sun to be in 2d and only emit light in a plain, then brightness will be 1/distance. The *500/+500 will mean at zero distance, the visibiltity is full, at 500, it's 1/2, at 1000, it's 1/3, at 1500, it's 1/4, etc. This will provide a nice dropoff. |
#Total base visibilty = emmissive visibility + reflected visibility | #Total base visibilty = emmissive visibility + reflected visibility | ||
Revision as of 22:29, 19 August 2009
New Visibility System
Basic Visibility
- Visibility will be defined as the number of pixels away someone with no radar can see you.
- "visibility" tag will now mean emissive visibility. The light that emits from a ship or an item on a ship. Almost all items will still use this tag.
- Engine visibility and visibility from shooting will be emissive.
- Add a new tag called "reflectivity". This represents how much sunlight and radar will be reflected by a ship or item. This will mostly be used on ship hulls. Some items can also use it, like solar panels.
- The visibility that comes from sunlight on a ship is equal to (sun visibility * ship reflectivity * 500)/(distance + 500). In 3d, brightness is proprtional to 1/distance^2, but if you consider a sun to be in 2d and only emit light in a plain, then brightness will be 1/distance. The *500/+500 will mean at zero distance, the visibiltity is full, at 500, it's 1/2, at 1000, it's 1/3, at 1500, it's 1/4, etc. This will provide a nice dropoff.
- Total base visibilty = emmissive visibility + reflected visibility
Cloaking
- With a cloak, cloaded visibility = total base visibility * cloak reduction
Radar
- Radar still has detection and vision.
- Vision instead of being a range will be an optical modifier.
- You can see something visibly if the distance is less than totalbase visibilty * vision * cloak reduction.
- Detection is still a range that your radar will detect at. You can detect a ship if the range is less than or equal to detection * ship reflectivity * cloaking factor.
- You can also detect a ship if you can see it.