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Cloaking for Vehicles
- Zechs Demming
- Lost One
- Posts: 974
- Joined: Sat Jan 02, 2016 1:44 am
Cloaking for Vehicles
Recently browsing Jkhub, I come across this vehicle.
Here
After looking over the vehicle's information, it seems that it actually has a functional cloaking device for the vehicle. Now I didn't test it out but it has a line in the code for enabling it, and then it's activate with the Force use button in the vehicle. Seems it uses OJP code to work.
Curious if this is something RPmod already has or something we can add?
Here
After looking over the vehicle's information, it seems that it actually has a functional cloaking device for the vehicle. Now I didn't test it out but it has a line in the code for enabling it, and then it's activate with the Force use button in the vehicle. Seems it uses OJP code to work.
Curious if this is something RPmod already has or something we can add?
![Image](https://i.imgur.com/kG1UtZ9.jpg)
ace.commander|birth_321ABY|height_1.9m|weight_104.3kg|homeworld_concord.dawn|mentor_mira.dreiz|apprentice_zakarie.di'vosk_rhuacca
- Silas Vir'n
- Lost One
- Posts: 1370
- Joined: Sat May 17, 2014 5:23 am
- Location: Jedi Praxeum, Rannon
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Re: Cloaking for Vehicles
In the past I altered the .shader files so you can execute replacements on the lines to a .shader effect that appears invisible. That's the only way I can consider.
name_silas.vir'n|age_47|height_1.93m|rank_knight
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- Posts: 5
- Joined: Mon Aug 01, 2016 6:43 pm
Re: Cloaking for Vehicles
Hm I would say it's easier to do it the way Silas suggests here.
There are plenty of shaders that are either linked directly to the transparent cloaking effects you see playermodels use, you could bind one such shader remap for a specific type of ships, there's a quite a good amount of remappings you can choose from in order to get some cool results, it's easy, and quick.
Still like your idea Zechs, it's just. Open Jedi Project codes are messy![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
There are plenty of shaders that are either linked directly to the transparent cloaking effects you see playermodels use, you could bind one such shader remap for a specific type of ships, there's a quite a good amount of remappings you can choose from in order to get some cool results, it's easy, and quick.
Still like your idea Zechs, it's just. Open Jedi Project codes are messy
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)