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Messages - Demian

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2671
Development / Re: 2013/01/02 - Blockland r1783
« on: January 12, 2013, 12:34:05 PM »
So.. Blockland is too complex for it's own good?
Blockland is too complex for an engine from early 2000's.

2672
Development / Re: 2013/01/02 - Blockland r1783
« on: January 12, 2013, 11:54:09 AM »
Bouncing light will be heavy on the computer, but what if instead make bricks under other bricks get darker towards the centre of the brick it's under? Like gradient shadows.

Sorry I am crap at explaining things.
That's called ambient occlusion. Light bouncing and AO sound too complex for our little engine. Remember, we just got shadows. Other game engines have shadows out of the box.

2673
Gallery / Re: DOF Screenshots
« on: January 12, 2013, 11:14:25 AM »
nobody even said anything :(
i wanted some thoughts on how it looked
Too dark.

2674
Development / Re: 2013/01/02 - Blockland r1783
« on: January 12, 2013, 07:48:26 AM »
This makes every shaded inch available totally black. I'm hoping for a way to actually accomplish realistic shadows where light reflections is a factor. For example, if the only light source in a room is a window it shouldn't only provide a silhouette of the window in the room. The light should spread and make parts of the room that isn't touched by direct sunlight relatively lit and not pitch black.
Light bouncing would be way too heavy on the computer. Considering how resource intensive the shadows currently are.

2675
Creativity / Re: The new and improved 3D model topic!
« on: January 12, 2013, 07:03:27 AM »
Reference or original design?

2676
Suggestions & Requests / setVehicleTransform
« on: January 12, 2013, 07:02:52 AM »
setPlayerTransform but for vehicles+bots and the players+bots mounted on them.

2677
Development / Re: 2013/01/02 - Blockland r1783
« on: January 12, 2013, 06:48:44 AM »
My launcher just downloaded base files for no reason. Same revision number still.

2678
Gallery / Re: Crash Team Racing: Cortex Castle (WIP)
« on: January 12, 2013, 06:27:34 AM »
So that's what you needed the 4x bricks for.

Looks amazing btw.
Actually I didn't use them. Had I used them where I needed them it would have broken up the texture pattern. Any way I tried it didn't work. You can see a 4x hole in the light rim on the wall in the second last image in OP. I had to remove the textures from the rim to make it work as you can see from the latest images.

GSF was right, the textures are based on an 8x8 scale and anything smaller than that will break up the pattern. They're useful for smaller details though.

I'm using 4x print cubes at the moment.

2680
Gallery / Re: Crash Team Racing: Cortex Castle (WIP)
« on: January 11, 2013, 03:21:29 PM »
I got a ton of stuff done today. Build wise I'll be able to finish the track tomorrow. The eventing will take another day or two and then I'm ready to host. I will be doing test runs tomorrow. No competition, just testing.

Edit: So anyways, news from Demianland.







2681
Modification Help / Re: Any Print Size Other Than 512x512?
« on: January 11, 2013, 03:13:40 PM »
Shouldn't all texture dimensions be a power of two and square?
In Blockland they should. I've read somewhere that modern games have only recently started to support textures of any size.

2682
Off Topic / Re: How to walk quietly on a carpet during the night?
« on: January 11, 2013, 01:27:12 PM »
Depends entirely on the carpet and the type of socks/lack of socks.

2683
Development / Re: 2013/01/02 - Blockland r1783
« on: January 11, 2013, 10:52:37 AM »
Is badspot ever genna fix shading so that when you go in a building and there are no lights its actually dark.
It already takes a lot of juice from your computer to calculate shadows. I don't think he will add closed space shadowing any time soon.

2684
Modification Help / Re: The SpeedKart Development Topic
« on: January 11, 2013, 06:50:52 AM »
Zone events velocity modifier works for boosts.
Edit: Nope it doesn't. Shame, it would have been perfect.

2685
Modification Help / Re: Any Print Size Other Than 512x512?
« on: January 11, 2013, 06:50:11 AM »
I can confirm that 1024 works, but I've never tried 2048. It might be true since the maximum resolution for sky textures is 2048. This limit might apply to all textures.

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