FOURMS In all seriousness: I don't like the font, have a look around at http://www.dafont.com/bitmap.php Especially your / are ugly with the one separate pixel on the bottom. Also, you should realize that you can't fuck around with fancy fonts in most of the body because people don't have your fonts installed and you can't…
RGB or RGBA channels are just the component parts of a digital image. Every pixel has a red green blue and alpha value. The channel for a color is the greyscale image made of just that value for each pixel. http://en.wikipedia.org/wiki/Channel_(digital_image)If you've ever made a texture in a game engine, you've used RGB…
such a direction texture would likely look similar to a normal map, I think. as it would be like a rotation matrix for each pixel. as 2d rotation would be enough R/G could store sin/cos of the orientation and maybe use B as stretching factor.. two years ago I did some stuff for university where I generated such per pixel…
[ QUOTE ] GC more "capable" than the PS2? dude where are you getting this info from cause its dead wrong. [/ QUOTE ] GC CPU: 405 MHz PS2 CPU: 300 MHz GC total RAM: 42 MB PS2 total RAM: 38 MB GC mem bandwidth: 3.2 GB/sec PS2 mem bandwidth: 3.2 GB/sec GC texture pipelines: 8 PS2 texture pipelines: 1 GC Pixel Fill Rate (no…
do you really have to modify the renderer for this? cant you just render the scene and composite those "units" at the end. With renderelements you can get the zbuffer of the final scene (assuming its solid) and can reconstuct position in space for each pixel. Then check whether its valid for "unit coloring" and simply…
there used to be a BUG in photoshop cs ( its is probably still there) where if you adjusted the hue and saturation too much a couple of white pixels would turn into this PORN-LIME-GREEN but really just a couple of random pixels not everythign that was white. on the official promotional website for "Team America World…
I believe the reason the gloss maps are different per engine is the render engineer uses different values for what a grey pixel is. He needs to set a baseline on the game so the shader knows how bright medium grey pixels are, then you can tune the shader in game if you're lucky and modulate the gloss map from it's min and…
2d games are dying out because the old-generation game artists (dinosaurs) have either moved on and are doing something else... or are in a much higher position in the industry. Very few people have pixel art skills in today's field. It's simply a lot easier to develope a game in 3d because the general tools/production…
[ QUOTE ] Finally! Someone WHO UNDERSTANDS! [/ QUOTE ] http://boards.polycount.net/showflat.php?Cat=0&Number=194449&page=0&fpart=2&vc=1 This thread comes to mind, oh the classic Per rant, I miss em sometimes. I think it handled the whole issue of "square off VS pure pelt pull" pretty well. Daz had a nice belt illustration…
I'm still not following the whole cropping thing. Keeping aspect ratio I get. Then another issue would be getting pixels/uv space(texel) to match between original UV layout and the new projection UVs. Maybe this is why you crop some how? In most cases with this method you probably get a higher pixel/uv space value on your…