Very cool, great designs and the model and texturing is superb. Would have been nice to have seen more definition for the metal, just since doesn't look as scratchy from the spec as I would have liked. Saved to my insp folder :D .
Joshua: I've noticed you've sort of stuck with AAA development for a while now but your Poker stuff shows you have some chops for low spec stuff - why not come back to the dark side? f2p and mobile are blowing up big time.
Currently, most of the imperfections are only in the spec and diffuse, so it all looks like scratched off paint. Push some into the normal, and your turret will look substantially more worn. Maybe that's not the look your going for... if so, ignore me. Looks good regardless.
Check out the specs of the unit then just get a suitable power addapter. Cold Cathodes can be either 12v or 5v if memory serves but the amp rating varies from manufacturer to manufacturer. A decent amprage multi volt adapter should be all you need.
I've been looking through the technical documentation, and you're not limited to just vertex lighting. The DS has hardware support for blending vertex color with a texture. At least that's what I understood from the docos. DS Specs and Command Reference (Warning, bit heavy)
Totally - it just pops a little more Mop... it's very much down to engine specifics how effective the spec map is in any case. If there isn't a subtle highlight in addition to a subtle shadow it can look somewhat flat. I'm sure Rick would agree
hmmm, the map has no spec only normal, ill try making it darker thats probably whats cuasing it. As for the map, its almost 100% custom content. Give me a few and ill post more screens of it. Scott Petty Environment Artist www.Buddikaman.com
@achillesian - I posted in the low poly hardware spec thread to get an idea of what to expect from the phones I'm targeting. I really think I can go quite a bit higher than that, but I have testing to do and brains to pick.
For really low stuff - DS spec, for example - it might be a trade-off between precious extra polygons or precious lost texture space (and, obviously lighting), depending on the model. Either way, it's a generally accepted technique but it's something you might want to bear in mind.
Tab would be good to keep for moving between text fields, if you had that, but I don't see you doing this. It's such a mousable UI. It'd be nice to have hotkeys for the preview Options (spec on/off, colored lights on/off, etc.). Maybe qwert keys?