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Re: Early Game Play Prototype
[Re: Damocles_]
#296431
10/31/09 19:14
10/31/09 19:14
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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maybe in some way the geometry of the final parts could help to hide this, or some uniform tesselation size might make this less...obvious...
I've nearly finished simple UV for all the parts so I can give them a simple texture bake, theres no real point optimizing the uv at this stage as the geom is not essential. Still I thought it was worth doing so that we can get a real look at lighting issues...
I will get a handful of them into the engine by brute force just to have a look...
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Re: Early Game Play Prototype
[Re: indiGLOW]
#296480
11/01/09 03:07
11/01/09 03:07
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indiGLOW
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I've nearly finished exporting all the parts, but I couldn't resist experimenting with the parts that I have done already and this is what came out: Here's a shot, again from WED, of some of the other parts. I am exporting all the door parts now, but I will need to revisit this entire process once I have a better idea of naming conventions. For now I just want to get all the parts exported and ready to use... TIA for any comments
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Re: Early Game Play Prototype
[Re: lostclimate]
#296586
11/01/09 22:04
11/01/09 22:04
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Joined: Mar 2006
Posts: 2,252
Hummel
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I think SSAO would be a well working solution in this case... (damn, that reminds me that I´ve to prepare a presentation about SSAO for English until Tuesday )
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Re: Early Game Play Prototype
[Re: Hummel]
#296591
11/01/09 22:20
11/01/09 22:20
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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Thanks guys. TBH Lostclimate I just texture baked each part quickly so that I had some form of shading on each part so I could see it clearly for testing. Once I have a good working map with these parts I can return to think about how the final parts will be exported. I did some earlier experiments with this method and had 2-3 parts with normal mapping and specular maps, which seemed to help the lighting issues, however its clear that the individual parts approach doesn't help the dynamic lighting system. Hopefully I can get some parts with all the shaders working and see how the lighting looks. Right now its pretty ugly Now that I have all the parts as models which I've now reduced to 16mx16mx6m as the original size was way too big, I should be able to creat a map that uses all the parts. Each part has a 1024x1024 map assigned to give me an idea of how much memory this is going to use and then figure out a way to dynamically load the parts as the players move through... I should be able to build a live 3x3 grid and load in the other parts as the player explores...so it should also give me the fog-of-war for parts that have not been explored yet. As always I am getting ahead of myself...
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Re: Early Game Play Prototype
[Re: indiGLOW]
#296597
11/01/09 22:50
11/01/09 22:50
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ratchet
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Great progress ! Another idea, could be connected rooms , when you ente'r a door , you enter a new very little tiled dungeon part with doors also : like Zelda on Nes , but with some more rooms visible at same time. Keep up the work !
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Re: Early Game Play Prototype
[Re: indiGLOW]
#296598
11/01/09 22:52
11/01/09 22:52
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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Here we can see the beasty raising its head even with normal/spec shader on the section.. The sections are both lit by the dynamic light for the telepath attack, but as suggested earlier, its made a real pigs ear of that... Any ideas? Or does this route kill the use of dynamic lights? TIA for any suggestions...
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Re: Early Game Play Prototype
[Re: indiGLOW]
#296601
11/01/09 23:06
11/01/09 23:06
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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I don´t know what shader you are using, but you can try to create a copy of it, which will be used for the big parts only and place the following line into pass (probably more than one) of the shaders technique to disable gouraud shading and to enable flat shading for it: ShadeMode = Flat; So that it should look somehow like this:
technique SpecularNormalMapping_20
{
pass P0
{
ShadeMode = Flat;
alphablendenable=false;
srcblend=zero;
zWriteEnable = true;
alphaTestEnable = true;
// compile shaders
VertexShader = compile vs_2_0 VS_PASS0();
PixelShader = compile ps_2_0 PS_PASS0();
}
pass P1
{
ShadeMode = Flat;
//blend second pass additively with first
alphablendenable=true;
srcblend=one;
destblend=one;
zWriteEnable = true;
alphaTestEnable = true;
// compile shaders
VertexShader = compile vs_2_0 VS_PASS1();
PixelShader = compile ps_2_0 PS_PASS1();
}
pass P2
{
ShadeMode = Flat;
//blend second pass additively with first and second
alphablendenable=true;
srcblend=one;
destblend=one;
zWriteEnable = true;
alphaTestEnable = true;
// compile shaders
VertexShader = compile vs_2_0 VS_PASS2();
PixelShader = compile ps_2_0 PS_PASS2();
}
}
(sry, for the ugly formatting, I just copied it from the wiki and pasted that line...)
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Re: Early Game Play Prototype
[Re: Slin]
#296603
11/01/09 23:12
11/01/09 23:12
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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You know I am so out of my depth with shaders most of what you just wrote shot right over my head... I think I should revisit the wiki and take a look at the shaders, i've somewhat pickled this one and no idea where it came from in the first place. Thanks Slin EDIT: Ok it is that shader from the wiki... trying to figure out what I have to change. Thanks for the pointers, I will let you know how I get on EDIT2: I have made these changes but the lighting issue still remains.?!?
Last edited by indiGLOW; 11/01/09 23:21.
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