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91
Idle Chatter / Re: new Zombie game :-)
« Last post by `teh1 on September 19, 2016, 10:20:48 AM »
Parallax mapping should achieve what you want and is done in the fragment shader, I believe. Looking at the texture from the side, it does simulate depth on the same object but does not alter the geometry. It's a pretty effective technique for things like bricks on walls.

GOOD OL'  PARALLAX MAPPING :')
http://graphics.cs.brown.edu/games/SteepParallax/

http://learnopengl.com/#!Advanced-Lighting/Parallax-Mapping
92
dim3 Versions / Re: Web-Shooter Alpha 5
« Last post by ggadwa on September 19, 2016, 08:08:08 AM »
I've finished the redo of textures.  There's still a lot of work to do to create new random types of textures and more variance, but not the textures are all "classed" into different chunks of the map; those classes will always share a similar tint and so chunks of the map, like walls and pillars, will be within the same color scheme and same texture "looks", same for floors and platforms, and then ceilings, and then map decorations, like boxes and shelves and such.

While there is some high color bright stuff (I'm trying to be really random, not just your regular grays and browns) it works well together because the tints cover the map across classes of textures and the map gains a "look" instead of the crazy quilt it was before.

Next step is the redo of how the map generates.  The base is there, but I'm going to change the algorithm to make maps that are linear instead of blobs (i.e., have a path, like all modern shooters.)  When most people make maps, they usually start with a path and build the map around it, and it'll never make a good shooter if it's a giant blob with enemies just everywhere.

Then that will influence monster placement.

[>] Brian
93
Idle Chatter / Re: new Zombie game :-)
« Last post by ggadwa on September 19, 2016, 06:50:14 AM »
You should be able to do displacement or parallax with a shader...

Yes, you'd have to write a new shader, though, and make sure you had enough geometry in whatever you were looking at to displace, so it's a bit costly.

[>] Brian
94
Idle Chatter / Re: new Zombie game :-)
« Last post by `teh1 on September 18, 2016, 04:28:53 PM »
You should be able to do displacement or parallax with a shader...
95
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on September 18, 2016, 12:35:14 PM »
You mean like a toon shader?  I think it'd make the game look sick!  I used to have a few shaders I was playing around with in Dim3 but then after an update they stopped working (this was a while ago) and I haven't been able to get them to do anything except turn my screen black...really gotta solve that one at some point

Hey Brian could Dim3 support displacement maps?
96
Idle Chatter / Re: new Zombie game :-)
« Last post by `teh1 on September 18, 2016, 09:40:59 AM »
I see. The normal mapping is very exaggerated. That texture is probably better off as a parallax or displacement map if the goal is to preserve the original texture. However I think in this context it looks great and gives the room a neat cel shaded feel. I bet if you added a cel shader it would be epic.
97
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on September 18, 2016, 04:39:28 AM »
Just a bit of normal mapping courtesy of http://cpetry.github.io/NormalMap-Online/ it's fairly customisable so you can really make things pop

98
Idle Chatter / Re: new Zombie game :-)
« Last post by `teh1 on September 17, 2016, 08:56:32 AM »
The walls look cell shaded from this angle. Can you post the texture? I am curious.
99
Idle Chatter / Re: new Zombie game :-)
« Last post by ggadwa on September 16, 2016, 01:22:48 PM »
That's really atmospheric!

[>] Brian
100
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on September 13, 2016, 12:12:12 PM »
New screenshot ;-)

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