WIP - Church
I never thought inserting a rug would be such a pain in the arse. The closest material to the fabric is rubber, but because it's only normally used for the hog seats I had to insert new sounds for walking, running and jumping on the surface. Easy to do once you know where to access it, but finding the shader containing that data took a while.
Note that this is only half of the room. Since the room is symmetrical I've only made half of it, then when I'm finished I'll mirror the polygons and join them up. So the room will be twice the width of this, the door will be twice as wide and the rug will be moved over into the middle.
I'm actually using this technique for the whole level, thereby cutting down on the development time.
Note that this is only half of the room. Since the room is symmetrical I've only made half of it, then when I'm finished I'll mirror the polygons and join them up. So the room will be twice the width of this, the door will be twice as wide and the rug will be moved over into the middle.
I'm actually using this technique for the whole level, thereby cutting down on the development time.
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Specular Effects Movie (837Kb)
I've now got some nice specular stuff working in-game and have even managed to use the dreaded 'plastic' bumped cube maps to good effect on the windows, because here it's actually appropriate. Again, the picture below doesn't do it justice because you really need to see it moving, so get the video!
I've now got some nice specular stuff working in-game and have even managed to use the dreaded 'plastic' bumped cube maps to good effect on the windows, because here it's actually appropriate. Again, the picture below doesn't do it justice because you really need to see it moving, so get the video!
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Drools, *grabs bucket* drools some more..
WOW, this is definatly gonnna rock, you spend alot of time with small bits, adding details if you do that for this whole map (that would be pretty time consuming) but it would make this map, like Siege, but 10 x better! Loving the effects!"!!!
WOW, this is definatly gonnna rock, you spend alot of time with small bits, adding details if you do that for this whole map (that would be pretty time consuming) but it would make this map, like Siege, but 10 x better! Loving the effects!"!!!
Your image cannot exceed 400x200 or 50kb
I probably shouldn't post this, because there's still a LOT of work to be done with the UVs and matching the colours of the textures properly, but I thought you'd appreciate seeing some progress. There's 6 new textures in for the main room (though you can't see them all here) as well as a test cube map for the shiny surfaces to match the lights that you can see here.
Also, try to ignore the crappy place-holder bannisters if you can.
Also, try to ignore the crappy place-holder bannisters if you can.
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I don't know about giving a release date because I'm involved in a lot of other projects (which has just gone up one, since I'm entering the Gearbox Machinima competition). My vid card is a GV-3D1, which is a dual core 6600GT (it's about 25% faster than a 6800GT and a lot cheaper when it came out), but don't worry, I'm making every effort to make the fps as good as it can be on every machine.
I know what you're trying to say, since specular cube maps badly used in conjunction with bumpmapping looks 'plastic'. But I'm only doing that where it looks appropriate (ie. the stained glass windows). The other specular stuff you can see is very temporary, as I said in the post above. It'll all be worked to look and play as good as possible when it's finished, trust me.