[QUOTE=geel9;36126578]This had better not end up like pseuodoform.[/QUOTE]
Nope. I'm looking for a talent graphics designer (or overall creative mind) to help me take the project from tech demo to actual game people wanna play
Well, so I got the world framework for my XNA "MMO" (I use MMO lightly, but you know what I mean) pretty much done.
Today I...
Set up my MySQL server,
Set up Lidgren to handle client-server interactions,
and got the dedicated server up and working
Tomorrow I'm going to be porting my old singleplayer code over the online version... Once that happens it will be a huge milestone!
Just been testing an old multiplayer game me and a friend made some time back. We only ever tested it with 2 players, so we decided to dig it up randomly and try it with 6 players. It worked!
[img]http://i.imgur.com/jf2hS.png[/img]
It's a turn based strategy. Can't remember if I posted it here before or not.
[QUOTE=icantread49;36126614]Nope. I'm looking for a talent graphics designer (or overall creative mind)[/QUOTE]
you're in the wrong subforum
[QUOTE=icantread49;36126614]Nope. I'm looking for a talent graphics designer (or overall creative mind) to help me take the project from tech demo to actual game people wanna play[/QUOTE]
Just sent you a PM with my portfolio. Let me know, I'd love to help you with the project.
Phong shading... Also looks bad? Hm...
[url]http://i50.tinypic.com/2mw5l36.png[/url]
I have one last plan. Things could get dangerous.
EDIT: I think this is good enough. This is a pretty weird way to do surface normals, but I guess it works. I'm storing them to a texture. Actually, wait, that means I can use the texture with a LOD system and it would look pretty good. I like when stuff works out.
[img]http://i49.tinypic.com/2jbwd39.png[/img]
How about actually smoothing?
[QUOTE=Transverse;36128511]How about actually smoothing?[/QUOTE]
Helpful advice, I didn't think of that.
[QUOTE=Smashmaster;36128405]Phong shading... Also looks bad? Hm...
[url]http://i50.tinypic.com/2mw5l36.png[/url]
I have one last plan. Things could get dangerous.
EDIT: I think this is good enough. This is a pretty weird way to do surface normals, but I guess it works. I'm storing them to a texture. Actually, wait, that means I can use the texture with a LOD system and it would look pretty good. I like when stuff works out.
[img]http://i49.tinypic.com/2jbwd39.png[/img][/QUOTE]
You managed to stumble across normal mapping. Typically instead of using them for LoD, it's used to give a model more surface normal detail than it has vertices. The effect is that it looks much more detailed.
[url]http://wiki.polycount.com/NormalMap[/url]
If you try drawing the texture to a flat surface it'll probably look like that first, mostly blue normal map on the link.
[QUOTE=robmaister12;36128551]You managed to stumble across normal mapping. Typically instead of using them for LoD, it's used to give a model more surface normal detail than it has vertices. The effect is that it looks much more detailed.
[url]http://wiki.polycount.com/NormalMap[/url]
If you try drawing the texture to a flat surface it'll probably look like that first, mostly blue normal map on the link.[/QUOTE]
I've known for a long time how to implement normal maps, I just never thought to apply it to terrain.
[IMG]http://i.imgur.com/ASJhr.png[/IMG]
Working on a map editor and forgot to add tile overlapping :v: Gotta change my whole tile engine now
[QUOTE=Smashmaster;36128556]I've known for a long time how to implement normal maps, I just never thought to apply it to terrain.[/QUOTE]
IMO it's cleaner to just pass them in as another attribute. It's more scalable (terrain larger than 8192x8192 won't work on older graphics cards. Recent cards have a limit of 65,536x65,536, but that's a theoretical limit. An actual texture that size takes ~16GB. ~21GB with mipmapping) and compatible with fixed-function OpenGL (glNormalPointer).
Oh yeah and if you ever end up doing multitexturing for the terrain, you're going to want to save your texture units for the diffuse, normal, and specular maps of each texture you want to apply to the terrain.
GUI because why the fuck not.
[IMG]http://i.imgur.com/CFP6M.png[/IMG]
[QUOTE=calzoneman;36125189]Oh god, WAYWO too? There's no safe place anymore.[/QUOTE]
It's funny because I'm fairly sure that is programatically more complicated than adding animation support to textures
[url]http://facepunch.com/showthread.php?p=35178292#post35178292[/url]
[QUOTE=Murkrow;36128995]It's funny because I'm fairly sure that is programatically more complicated than adding animation support to textures
[url]http://facepunch.com/showthread.php?p=35178292#post35178292[/url][/QUOTE]
At least he rated him dumb for that too! Consistency is king.
[QUOTE=Maurice;36129176]Facepunch friendly version:
[img]http://i.imgur.com/AdqXS.gif[/img][/QUOTE]
more like reddit friendly version
[editline]30th May 2012[/editline]
at least i would like to think that facepunch isn't full of rabid athiests
[QUOTE=swift and shift;36129277]at least i would like to think that facepunch isn't full of rabid athiests[/QUOTE]
[media]http://www.youtube.com/watch?v=_n5E7feJHw0[/media]
Side note, I have pretty placeholder textures in place, trying to find a way to have a dark , atmospheric puzzle game but not too dark, constant re-balancing of the lighting has worked so far.
[img]http://puu.sh/xFRT[/img]
First thing I ever did with love2d.
[IMG]http://i.imgur.com/jgqPh.png[/IMG]
Its a rainbow circle made out of circles with a circle within.
kinda proud of myself.
[editline]30th May 2012[/editline]
Best pageking
[vid]https://dl.dropbox.com/u/1010868/video/itscrolls.webm[/vid]
well now it can scroll (or jump if I suddenly change scroll offsets), and there's enough room for all the tiles from a large Terraria world to be pixels in this thing...
I cant give full details of what I am doing, but I am making the backend to an online board game, getting paid for this one at 20 an hour, my laptop is finally paid off fully!
[QUOTE=nekosune;36130227]I cant give full details of what I am doing, but I am making the backend to an online board game, getting paid for this one at 20 an hour, my laptop is finally paid off fully![/QUOTE]
20 an hour? That's not bad at all!
[QUOTE=T3hGamerDK;36130254]20 an hour? That's not bad at all![/QUOTE]
Depends what currency
[QUOTE=Richy19;36130388]Depends what currency[/QUOTE]
Yen.
[QUOTE=icantread49;36125842][media]http://www.youtube.com/watch?v=mngWFtWQHbU[/media][/QUOTE]
As soon as I saw the thumbnail I thought of Portalized. Never forget.
One thing that I'd say you need is lighting. Lighting can do a LOT to compensate for bad graphics.
[editline]30th May 2012[/editline]
That, and I'm a little curious why you can't re-use the old models and textures.
[QUOTE=Jookia;36131255]
I'm a little curious why you can't re-use the old models and textures.[/QUOTE]
because they were utter garbage
[QUOTE=Richy19;36130388]Depends what currency[/QUOTE]
I'm gonna say dollars.
Which is fucking nice.
Also, I hate you.
[QUOTE=Sir Whoopsalot;36131741]I'm gonna say dollars.
Which is fucking nice.
Also, I hate you.[/QUOTE]
His steam profile says he's in the UK, though.
So facepunch, I need your help again:
[url]http://dl.dropbox.com/u/41041550/C%23/3DTest.exe[/url]
Give me the FPS and eventual errors.
(For the people that do not like Bundler: [url]http://dl.dropbox.com/u/41041550/C%23/3DTest/3DTest.zip[/url] )
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