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Re: What are you working on? [Re: rayp] #473409
07/03/18 15:15
07/03/18 15:15
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Playing around random charts of unique colors that are built by the mix of themself, so they can work as develpment tree of a game. Chart building function is flexible enough so charts can hold arbitrary categories, members by category and ingredient count. They are also balanced by production time so its last member total cost is rationalized.


A try of colors mixing buildings.

Re: What are you working on? [Re: txesmi] #473410
07/03/18 15:19
07/03/18 15:19
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Joined: Dec 2000
Posts: 4,608
Originally Posted By: txesmi
A try of colors mixing buildings.


I like the minimalistic style


Follow me on twitter
Re: What are you working on? [Re: mk_1] #473420
07/04/18 05:45
07/04/18 05:45
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
@mk_1
thank you! that's what my poor artistic talent taugh me: if it is not simple, it is simply not. I hold many doubts your conmment helps to ignore grin

edited___________

Logistic buildings

Last edited by txesmi; 07/04/18 18:33.
Re: What are you working on? [Re: txesmi] #473555
07/21/18 22:37
07/21/18 22:37
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 204
Bavaria
Just a small "how to play" which was created for the community of my project -> Battle System and Class System of YRPG Toolkit. #mostcomfortableengineever (=



Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: What are you working on? [Re: HellThunder] #473589
07/25/18 10:35
07/25/18 10:35
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Old project, new concepts.


Last edited by txesmi; 07/25/18 11:38. Reason: added one shot more
Re: What are you working on? [Re: txesmi] #473590
07/25/18 10:53
07/25/18 10:53
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
txesmi@ I remember that project! laugh Looks awesome!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #473591
07/25/18 11:42
07/25/18 11:42
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Posts: 1,337
Hiporope and its pain
Thank you! laugh

edited______

Last edited by txesmi; 07/28/18 18:36.
Re: What are you working on? [Re: txesmi] #473641
07/31/18 09:57
07/31/18 09:57
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Merged meshes rendered with up to eight lights per room and procedurally backed shadows over two bitmaps, one channel each. It distributes the second uv coords over the needed count of pairs of shadowmaps so it mantains a uniform pixel rate in the whole maze.




Re: What are you working on? [Re: txesmi] #473677
08/03/18 15:16
08/03/18 15:16
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
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jumpman  Offline
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Joined: Apr 2002
Posts: 1,246
ny
Wow that looks incredible Txesmi. How do you merge meshes? How do you generate and use a second uv set, in a shader?

Last edited by jumpman; 08/03/18 17:31.
Re: What are you working on? [Re: jumpman] #473682
08/03/18 20:59
08/03/18 20:59
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
thanks! laugh

I merge the meshes with the MasterQ32's DynamicModel module of TUST. I create the secondary uv set in the 3d editor, export it to MED ans save the buffers with a script in custom files. Then I modify the buffers procedurally, model by model, just before merging them up. The process is pretty simple but the truth is that I worked on both uv sets a lot in order to make them fit good with the pre-backed AO, normalmaps and shadowmaps resolution. I have to admit that I am amazed with the result. It deserved the effort.

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