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This is a rather low priority enhancement but I thought it would be a fitting enhancement to your loot/item tracking feature set.
Example of color-coded loot glowing effect:
From the game Apex Legends
The goal of this enhancement is to implement the following steps:
Add a new color-coded 'glowing loot' feature, or add new setting(s) to the existing item tracking features.
This new feature should add three new color-coded shaders or materials to be dynamically set & unset on game models mid-map.
Feature Criteria:
This proposed enhancement should be a toggleable feature in the settings & menu.
The shaders or materials should be able to be applied and removed from game models dynamically, without a map reload.
The shaders/materials should be rendered with normal visibility on the game objects which actively contain rare loot. 'normal visibility' is meaning the shaders/materials should not be visible through walls or geometry unless otherwise specified by a toggleable option in the trainer settings.
Only non-living objects should be considered when determining which game objects to apply the materials/shaders to.
Each of the three shader or material should correspond to a specific level of loot rarity, and therefore each have a unique color:
The material chosen to apply in the case of multiple rarities existing in one container should be the material corresponding to the highest item rarity that exists in the container.
(eg. If a container has all three rarities inside, then use the Super-Rare material)
Objects containing Uncommon item(s) should have a Green colored shader/material.
Objects containing Rare item(s) should have a Yellow colored shader/material.
Objects containing Super-Rare item(s) should have a Red colored shader/material.
If an object no longer contains the matching item rarity types then the shader/material that was applied to the game object model should then be removed and rendered with the normal/original material or shader.
Game object selection for loot glowing should also consider item tracking filters/exclusions (outlined in Step 2)
Modify and integrate the existing item tracking code which allows users to exclude or filter items to be compatible with the new loot glowing feature.
Integrate item tracking filtering / item exclusion settings into the logic which determines which game objects to apply loot glowing to.
More steps to be added as necessary if enhancement requires further planning.
When planning this enhancement I also considered the idea of color-coded 'loot beams' but instead settled on the idea of 'glowing loot' since it seems more fitting for a first-person game.
The text was updated successfully, but these errors were encountered:
This is a rather low priority enhancement but I thought it would be a fitting enhancement to your loot/item tracking feature set.
Example of color-coded loot glowing effect:
The goal of this enhancement is to implement the following steps:
This new feature should add three new color-coded shaders or materials to be dynamically set & unset on game models mid-map.
Feature Criteria:
'normal visibility' is meaning the shaders/materials should not be visible through walls or geometry unless otherwise specified by a toggleable option in the trainer settings.
(eg. If a container has all three rarities inside, then use the Super-Rare material)
More steps to be added as necessary if enhancement requires further planning.
When planning this enhancement I also considered the idea of color-coded 'loot beams' but instead settled on the idea of 'glowing loot' since it seems more fitting for a first-person game.
The text was updated successfully, but these errors were encountered: