Author Topic: new Zombie game :-)  (Read 10548 times)

`teh1

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Re: new Zombie game :-)
« Reply #60 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.
~Ryan

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Oddity007 wrote:
`teh1: 1) I must go get my chicken wings, like all men with african ancestry 2) I shall blog about dat.

Galavant Garde

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Re: new Zombie game :-)
« Reply #61 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?

`teh1

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Re: new Zombie game :-)
« Reply #62 on: September 18, 2016, 04:28:53 PM »
You should be able to do displacement or parallax with a shader...
~Ryan

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Oddity007 wrote:
`teh1: 1) I must go get my chicken wings, like all men with african ancestry 2) I shall blog about dat.

ggadwa

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Re: new Zombie game :-)
« Reply #63 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

`teh1

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Re: new Zombie game :-)
« Reply #64 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
~Ryan

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Oddity007 wrote:
`teh1: 1) I must go get my chicken wings, like all men with african ancestry 2) I shall blog about dat.

Galavant Garde

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Re: new Zombie game :-)
« Reply #65 on: September 20, 2016, 10:40:37 AM »
Thanks for the links!!  Studying them now - it's really about time I learned about shaders

`teh1

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Re: new Zombie game :-)
« Reply #66 on: September 20, 2016, 02:08:42 PM »
I just spent a minute and checked it out. A few of those vertex shader params might not be present in Dim3... tangent and bitangent...
~Ryan

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Oddity007 wrote:
`teh1: 1) I must go get my chicken wings, like all men with african ancestry 2) I shall blog about dat.

ggadwa

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Re: new Zombie game :-)
« Reply #67 on: September 22, 2016, 04:59:11 AM »
I just spent a minute and checked it out. A few of those vertex shader params might not be present in Dim3... tangent and bitangent...

They should be there.  Couldn't do bumps without them.

[>] Brian

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Re: new Zombie game :-)
« Reply #68 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


Galavant Garde

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Re: new Zombie game :-)
« Reply #69 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...

Galavant Garde

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Re: new Zombie game :-)
« Reply #70 on: October 21, 2016, 01:54:21 PM »


Trying to make it scarier ;-)

`teh1

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Re: new Zombie game :-)
« Reply #71 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?
~Ryan

http://spiralnebuladev.com/ || Visit Spiral Nebula Development

Oddity007 wrote:
`teh1: 1) I must go get my chicken wings, like all men with african ancestry 2) I shall blog about dat.

Galavant Garde

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Re: new Zombie game :-)
« Reply #72 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:




Galavant Garde

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Re: new Zombie game :-)
« Reply #73 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



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Re: new Zombie game :-)
« Reply #74 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