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91
dim3 Versions / Re: dim3 v24 Release
« Last post by Galavant Garde on November 01, 2016, 01:30:27 PM »
Oh hey so I found something interesting in v24 - when lights overlap, you occasionally get zones of the map that are 'dark'.  Anything within that area will have what appears to be an inverted specular map (if you're using specular maps) and even with light shining on it it'll stay dark.

Obvs not a problem if you keep your lights from overlapping, but I thought I'd mention this in case it's not expected behaviour

EDIT - so it appears to be when two light sources touch a single polygon or mesh, that polygon or mesh doesn't light up correctly.  Just gotta be careful with lighting I guess ;-)
92
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on October 23, 2016, 12:07:04 PM »
Prison showers


Smashing some doors



Need to keep adding decorations and details - just from the few I've added it's starting to make it look more like a game but still has a long way to go
93
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on October 22, 2016, 10:15:04 AM »
A few transparency issues (see the street lamp on the left - it's outside) when fog is turned on - the problem is it's a transparency on top of a transparency so I need to decide if to ditch the fog or build physical window frames

94
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on October 22, 2016, 05:17:19 AM »
Using hidden polygons to help cast light more "realistically" (lol) when baking the light maps, as fluro tubes shouldn't cast globs of light


95
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on October 21, 2016, 02:37:59 PM »
Hey that's not such a bad idea ;-) thanks!

meanwhile the operating room got even darker and I added some decoration - not sure if it's TOO dark but it looks good when you're looking around and can see the silhouettes n stuff:



96
Idle Chatter / Re: new Zombie game :-)
« Last post by `teh1 on October 21, 2016, 01:54:55 PM »
The op table is sweet. I would say you should make real stairs and stick an invisible ramp on top for physics niceness?
97
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on October 21, 2016, 01:54:21 PM »


Trying to make it scarier ;-)
98
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on October 21, 2016, 10:04:35 AM »


Experimenting with textures to make a flat ramp look like a staircase (to keep geometry simple and physics smooth) it still needs a little work but hopefully you can see what I'm trying to do. It looks just like stairs straight on, but at an angle the stairs look a little slanted...
99
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on October 18, 2016, 05:45:34 AM »
Oh hey guys, been a bit quiet lately but finally got some time to get back into zombies!  Was thinking, sure I want the game to be all stealthy and stuff, but I'm thinking more and more I'd like it to be a bit of a run-for-your-life kinda gauntlet.  I guess that's what it would be like if you were really trying to escape from prison right?  Notwithstanding the fact that you're a zombie...

So I'm going to work on a course through the prison once you've done the slow bit. Maybe some search lights and turret guns etc, maybe some security cameras or laser trip wire alarms, definitely need a siren so you know when to start running. Meanwhile I've started some more low-poly models



I know he's blocky - I like blocky ;-)

& here's another one in the prison

100
dim3 Versions / Re: Web-Shooter Alpha 5
« Last post by ggadwa on September 23, 2016, 01:15:17 PM »
The state of the web audio API is really awful right now, I swear every browser maker is using completely different math, and the spec actually has every playing sound relative to the listener, so if only the listener moves, you have to move all the playing sounds.

That said, the chaining of audio units is nice.

They replaced how they are going to do panning multiple times, and at this point I have no idea where any of the browser vendors are as they've all made and re-made the panning multiple times.

I repeat: mess :)

[>] Brian
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