After watching the clip it makes me think that such an engine would be awesome for a non-linear Giants: Citizen Kabuto type of game. Lots of potential play styles, shit to do, seems fun. Interesting work, hope you find an artist. Reminds me of 'Infinity'.
Hello I don't normally share my notes from lecturers but this guy really inspired me so i thought I would share my notes with you. Alex Negrea http://alexnegrea.blogspot.co.uk http://www.youtube.com/watch?feature=player_embedded&v=RRD-CC2DaOE# Over the last four years Alex Negrea has taught himself to become a fantastic…
As you guys can see I'm trying to wrap this pattern I made around the cylinder to the right. Ive done it in the past but I've forgotten exactly how to do it. When I try to apply a non linear bend to the object nothing happens.
I'm wondering how I can fix these ugly "aliased"/pixel-looking shadow edges? Looks the same runtime as in editor. It's a point light, set to soft shadows and very high shadow resolution. In QualitySettings AA is set to 8x Multi Sampling. Deferred rendering, linear color space. Precomputed Realtime GI.
Kind of rusty but it should be something along the lines of, Feed the light vector and surface normal through a dot product to get the lighting grey pass. Then use that with linear interpolate to mask the texture for the cross hatch into place. I'll make an example after work if no one else helps out.
thanks tex, The lightings thankfully been sorted since that last shot, the walls and doors are actually not textured yet, I think im going to re-do the floor as I used some linear photos we took and made them into a tileable, needs some more work. =]
Can you post an image with lighting only? I think you need more bounce fill coming from the left of the frame. I'd also move that tree so that it's not right where the linear shapes of the fence converge. It's chopping the composition up and creating some uncomfortable tangents.
cmon dude, shaderfx is nodebasex, just screw around with the nodes until a descent result comes out, everyone could do that you dont even have to understand linear algebra (if youre not using the custim code node) http://www.lumonix.biz/shaderfx.html download, install, just do it !
Another feature that has died is semi non-linear levels. In games like Doom, Quake, Descent, etc you didn't follow a single corridor from beginning to end (as you do in Half-Life), you explored an actual map that had multiple pathes to many goals.
hey cool,- will make a tim burton edition (my favourite of all batman versions) did you made the animations linear?- I assume that the engine requires that to interpolates correctly to the desired turn state. just started unwrapping the smart- will bake AO after that - and try to install the garage ;)