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Messages - Hrolf

Pages: 1 [2] 3 4 ... 6
16
Projects / Re: Thinking about some RPG..Android version.
« on: February 29, 2012, 01:40:04 am »
That's nice!
I agree with fireside about the floor/wall/ceiling joins though - too sharp - maybe a simple 4 poly 'corner shadow' would help?

17
Projects / Re: Thinking about some RPG..Android version.
« on: February 27, 2012, 05:49:23 pm »
Cobwebs might look cool. I could animate them with a simple vertex shader. I would like try the dirt pile tomorrow...but i can't unzip it. I tried three different zip-programs, but none of them can unzip that file. I download the file two times, same result.
Unzips here ok.. NM, try this one.
I'll have a play with cobwebs.

18
Projects / Re: Thinking about some RPG..Android version.
« on: February 27, 2012, 03:55:01 am »
OK, here's what I've got for the dirt pile in the editor;

and here's the model (26 polys).

I haven't actually tried it in jPCT - will the transparency be a problem? I tried to make it as re-usable as possible for different scales or wall/floor combos.
Also there's more than half of the dirt.png texture unused. I wondered about some ceiling stuff to use it up - tree roots maybe? Cobwebs?

19
Projects / Re: Thinking about some RPG..Android version.
« on: February 26, 2012, 02:55:23 am »
That does look proper! I think you need some litter though, bones or dirt or something... It looks a bit 'clean'.
If you gave me the floor and wall textures I could try to do you a low-poly drift of dirt to help break up the line where the walls meet the floor? A pile of dirt against the wall under the torch would help to mask out that harsh join.

20
Projects / Re: Thinking about some RPG..Android version.
« on: February 20, 2012, 09:55:39 pm »
Looking very nice! Do you think I should flatten the top of the torch though? It'd make the flames more visible and save a few polys...

21
Projects / Re: Thinking about some RPG..Android version.
« on: February 19, 2012, 05:16:36 pm »
Yes...it looks cool. I'll try to add it to the dungeon within the next days. Many thanks.
NP, it was fun making it - I don't mind a little light work now and again!  ;D

22
Projects / Re: Thinking about some RPG..Android version.
« on: February 18, 2012, 07:56:11 pm »
OK, my first go at the torch is here. 192 polys all in - is that too many? I can reduce that to maybe 100 - it depends on how close you want to look at it.
I used the bow as a guide to size so the scale should be approximately right.
Was this the sort of thing you wanted?

23
Projects / Re: Thinking about some RPG..Android version.
« on: February 18, 2012, 03:53:30 am »
I need a wall torch...something like this: http://udn.epicgames.com/Two/rsrc/Two/ExampleMapsAdvLighting/wavering_torch.jpg but without the fire effect (i'll use a simple particle effect to do this). Any takers?

I love this collaborative stuff! Sure, I'll do you a wall torch - actually, if I do a torch and a separate bracket maybe the player could grab the torch and use it? That'd be cool! Let me know either way, I can get it done by tomorrow night.

24
Projects / Re: Subject 17 - A Voice Input Based Adventure Game
« on: February 10, 2012, 02:34:49 am »
I love this idea! If you could make more like you were actually talking to the girl it could be really powerful. So she says 'help! I'm stuck in this room what shall I do?' and you say 'calm down, look around you'...

...thinking about it, that would be quite hard to do...

Anyway, good work! Looks good.

25
Projects / Re: Thinking about some RPG..Android version.
« on: January 06, 2012, 06:24:23 pm »
That does look good! Very smooth indeed.

26
Projects / Re: Thinking about some RPG..Android version.
« on: January 04, 2012, 04:14:37 am »
Very nice! Any thoughts on game-play?

27
News / Re: Merry Christmas...
« on: December 24, 2011, 03:29:50 am »
...and happy solstice too!

28
Projects / Re: Thinking about some RPG...
« on: December 16, 2011, 04:38:33 pm »
More pretty pics!
Any chance of a look at the shader code? I'm using a very clumsy texture blending system ATM and I think shaders are probably the way to go.

29
Support / Re: terrain detail
« on: December 09, 2011, 05:32:47 am »
Oo! Pretty! I wonder if shaders could also be used to fake up some sort of shadows?

30
Support / Re: How to Transition Between Skybox Textures
« on: September 26, 2011, 08:04:46 pm »
I used the code below. (I only used the top half of the texture). Hope it helps!
BTW horizColor means horizon colour.

Code: [Select]
import com.threed.jpct.*;
import com.threed.jpct.util.*;

public class SkyTextureEffect implements ITextureEffect
{
  public int timeOfDay=0;
  boolean isDaylight;
  boolean isNight;

  public SkyTextureEffect()
  {
  }

  public void init(Texture texture)
  {
  }

  public void apply(int[] dest, int[] src)
  {
int seaColor=0x223545;

int skyColorDay=0x5B7590;
int horizColorDay=0x929EA6;

int skyColorDawn=0x344453;
int horizColorDawn=0xD0906D;

int skyColorNight=0x0D1316;
int horizColorNight=0x374657;

int skyColor=0;
int horizColor=0;

if (timeOfDay>=0 && timeOfDay<40)
{
// just after dawn
int percentDaylight=(timeOfDay*100)/40;
skyColor=interpolateColor(skyColorDawn,skyColorDay,percentDaylight);
horizColor=interpolateColor(horizColorDawn,horizColorDay,percentDaylight);
}
else if (timeOfDay>=40 && timeOfDay<2660)
{
// daylight
if (isDaylight) return;
skyColor=skyColorDay;
horizColor=horizColorDay;
isDaylight=true;
isNight=false;
}
else if (timeOfDay>=2660 && timeOfDay<2700)
{
// dusk begins
int percentDaylight=((timeOfDay-2660)*100)/40;
skyColor=interpolateColor(skyColorDay,skyColorDawn,percentDaylight);
horizColor=interpolateColor(horizColorDay,horizColorDawn,percentDaylight);
}
else if (timeOfDay>=2700 && timeOfDay<2740)
{
// dusk ends
int percentDaylight=((timeOfDay-2700)*100)/40;
skyColor=interpolateColor(skyColorDawn,skyColorNight,percentDaylight);
horizColor=interpolateColor(horizColorDawn,horizColorNight,percentDaylight);
}
else if (timeOfDay>=2740 && timeOfDay<3560)
{
// nighttime
if (isNight) return;
skyColor=skyColorNight;
horizColor=horizColorNight;
isNight=true;
isDaylight=false;
}
else if (timeOfDay>=3560)
{
// dawn begins
int percentDaylight=((timeOfDay-3560)*100)/40;
skyColor=interpolateColor(skyColorNight,skyColorDawn,percentDaylight);
horizColor=interpolateColor(horizColorNight,horizColorDawn,percentDaylight);
}

for (int y=0;y<128;y++)
{
int color=skyColor;
if (y>124)
{
color=seaColor;//interpolateColor(horizColor,seaColor,((y-124)*100)/4);
}
else if (y>64)
{
color=interpolateColor(skyColor,horizColor,((y-64)*100)/64);
}
for (int x=0;x<72;x++)
{
dest[y*256+x]=color;
}
}
  }

  private int interpolateColor(int col1, int col2, int percentage)
  {
  int r=(col1>>16)&0xff;
  int g=(col1>>8)&0xff;
  int b=col1&0xff;
  r+=((((col2>>16)&0xff)-r)*percentage)/100;
  g+=((((col2>>8)&0xff)-g)*percentage)/100;
  b+=(((col2&0xff)-b)*percentage)/100;
  return (r<<16)|(g<<8)|b;
  }

  public boolean containsAlpha()
  {
    return false;
  }
}

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