aicon: Whoa, cool stuff aicon! Sorry that I haven't been around that much, was suddenly dragged into a hobby project making 2d pixel graphics. So been getting into animations with 32x32 and 64x64 pixel sprites. Fun stuff =D Sellsword dudette. Left in "screenshots" of the workprogress, would love to see how you guys work!
OK, so the water was from a pack. However, saying that the filename for an "imp" light was meaning "impact" doesn't explain the fact that the majority of their "lights" texture folder is pixel-for-pixel identical to Doom3's lights folder. Still waiting to hear more about that one, it could well be that the light textures…
It looks like you have a very fine bevel, which then uses very few pixels in the UV layout. I imagine if you increase the resolution of the texture this problem would improve or go away. You could also increase the size of the bevels, and increase their uv usage as well. But the root cause is likely that you don't have…
Might have better luck googling a different keyword other than 'vertex' animation. Try 'Sprite animation tutorial' - http://design.tutsplus.com/tutorials/how-to-create-an-animated-pixel-art-sprite-in-adobe-photoshop--cms-20428 - http://www.manningkrull.com/pixel-art/walking.php…
Thanks for that explanation pixel. I really needed it to show me what you meant. I also really needed oxynary to point that out for me. Thanks. Oh thanks again in case anybody didn't notice that i was thankful. Sheesh, try not to oversimplify pixel. You know how much that frustrates Oxynary. Oh and try not to be an island.…
Why yes, that is my voice. Now for everything I type here, imagine it in my voice. The SSR in the cryengine is raytrace-based and is performed as a hybrid compute/pixel shader. My own SSFR is purely a pixel shader. It is not 100% accurate, it is however 100% awesome. Cryengine's SSR is designed for large, flat surfaces…
Yep, that card's not gonna show pixel shaders :( If you have a spare AGP or PCI slot, a used video card can be picked up very cheaply. A card with PixelShader 2.0 support can be had for around $20 on ebay. Without pixel shaders, your options are limited. I think xnormal has some sort of software-rendered mode. That might…
Hi guys I followed this tutorial: https://www.youtube.com/watch?v=NAJhppttJgI and I want to add distance scaling on all the textures using pixel depth fade. I have this mask When I put the clamp output in a lerp to go between the small uv and large uv scale texture it gives this error. it says that the pixel depth is…
Hello to all! I never seen non-square textures in game assets, is that mean its never used and it is bad form to use rectangular textures? For example i have an object with this couple of UV shells: Non-square layout pretty efficient and will work correctly with my pixel density. Square layout has a lot of free space and…
I have a problem in photoshop where when I'm using the blur tool on a block of colored pixels, and near a transparent area the tool will try to blend in the transparent pixels. This makes it very hard for me to use the tool on fine edges. Obviously I'm doing something wrong. Am I using the tool incorrectly in terms of…