Open YoYoBobbyJoe opened 3 weeks ago
I'm no programmer, so feel free to let me know if I'm wrong here, but this seems like it would be a relatively simple implementation if it already exists in previous versions of the engine, and it certainly wouldn't interfere with any other features or mechanics.
Here's an example of something similar to what could be implemented using this shader parameter in PASS Time's sister game, Rocket League: https://youtu.be/cDSX0OT5Bew
Also, if you guys consider implementing this and you're feeling extra super generous, please consider LightmappedGeneric support.
please consider LightmappedGeneric support
If this can also be separately done you might wanna make it into its own issue, so it may be more visible
corresponding code can likely be directly borrowed from ep2 via server/hl2/npc_vortigaunt_episodic.cpp
lines 3354-3410 and client/episodic/flesh_internal_material_proxy.cpp
.
the following shader source files from materialsystem/stdshaders
will need to be built as part of the tf
codebase:
flesh_interior_blended_pass_dx8_helper.cpp
flesh_interior_blended_pass_dx8_ps11.psh
flesh_interior_blended_pass_dx8_vs11.vsh
flesh_interior_blended_pass_helper.cpp
flesh_interior_blended_pass_helper.h
flesh_interior_blended_pass_ps2x.fxc
flesh_interior_blended_pass_vs20.fxc
This is a formal request to add the tools necessary to implement the flesh shader. Currently, in TF2, it is impossible to use the $flesh shader parameter as it is intended because the point entity
point_flesh_effect_target
does not exist in TF2.This shader parameter would have a very high use case in game modes like PASS Time where indicating the position of the JACK is critical; parenting a
point_flesh_effect_target
to the JACK and giving the arena's walls a $flesh parameter would help dynamically show where the JACK is around the walls much more clearly.