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[a]drien: Yes
![]() The animations have worked quite well actually, I'll maybe make a demo video soon ![]() You may have noticed texturing's not a strong point of mine, though... ![]() MagicMyshu: Thanks Luckily, I've completely solved the problem with the animations playing, thanks for the help with that one If you've got any ideas for how to do ice, that would be really helpful too because mirroring the character to fake reflections didn't really work - the action didn't play upside-down, so the reflection was really twisted and mucked up...
Last edited by animatinator; 07-Mar-07 at 17:39. |
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#241
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Alrighty, got my ship textured. Render Baking is totally for the win.
![]() ![]() It's kind of hard to see in these shots, but it's got a nifty chrome texture mapped to the reflection vector, so it looks really shiny when the camera moves...
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Basically speaking, AO stands for "Automatically Owesome" |
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#242
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Looks pretty good!
![]() Quote:
Go on, share the secret I won't tell anyone...
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#243
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It's actually pretty simple now that the GE allows multiple textures. I painted a chrome image in Photoshop; mostly just varying shades of grey and white blobs that I smudged into a bunch of horizontal streaks. I applied that like any other texture, except instead of using Orco or UV I hit Refl under the Map Input tab (This only works if you've enabled "use Blender materials" in the Game dropdown, but I think 2.43 defaults to that). I set it to Multiply in the Map To tab so that the main textures would show through underneath it, and that's pretty much it.
Depending on your texture you may need to use Screen or Subtract instead of Multiply. Not sure how well this'd work for an ice texture. I've never tried it on a plane before, but I think it works better if the geometry is mostly curved... Definitely worth a shot, though. If it doesn't work I'm pretty sure you could do it with a well-drawn Envmap, but I haven't learned how to set those up in the GE...
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Basically speaking, AO stands for "Automatically Owesome" |
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#244
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Beautiful...
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#245
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some shots from my xyz360degree space shooter game. Made it as simple as possible at least to finish it.
This is second level of game - stealth type mission - you have to sneak to big asteroid (it makes sort of shield, protecting planets surface ) and destroy it. There will be 4 misions - 1st mission: massive open space combat (bout 10 vs 10 ) , 2nd : orbit-around-planet stealth mission 1 vs many (better do it quick and fast) , 3rd- very small one - high speed in-atmosphere fall, evading asteroids (like MDK- one of my favourite games) and last- 4th one: close to surface hyper speed shoot em up like race till you reach big Boss ![]() Cinematics: ![]() ![]() ingame action: ![]()
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www.martinsh.co.nr - gallery is broken.. artmartinsh.blogspot.com - blog Blender artworks: Shotgun Assault Rifle Realtime Bathroom Demo Advanced GLSL 2D Filters Last edited by martinsh; 13-Mar-07 at 07:55. |
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#246
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Hey that's looking good Martinsh!
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"Our enemies are innovative and resourceful, and so are we. They never stop thinking about new ways to harm our country and our people, and neither do we." - George W Bush |
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#247
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looking really awesome there martinsh! how are you doing you glow and atomospheric affetcs?
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#248
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thanks! demo will be ready soon.
glow is simple - it is a black and white image, set vertex color and click "add" button. make it a halo. thats all. and athmospheric effect.. if you mean that small glow thet is is just a skybox texture no special effects for best performance.. btw it runs smooth even on superlow-end pc's
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www.martinsh.co.nr - gallery is broken.. artmartinsh.blogspot.com - blog Blender artworks: Shotgun Assault Rifle Realtime Bathroom Demo Advanced GLSL 2D Filters |
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#249
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Can you PM me when the demo is ready?
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Try not to become a man of success but a man of value. |
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#250
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martinsh: looks very good. i like the planets surface!! the reflexion. the HUD also seems cool. keep it going!
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http://www.cloudslikecastels.6x.to |
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#251
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Extraordinary! Great job mate
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#252
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Wow. You mind telling us how you made the sky and the land?
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#253
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Aaahh, breath of fresh air, martinish. That looks really good!
~~Stu_Flowers
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Old MGP (Monkey Game Project) Website: --HERE-- |
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#254
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thank you!
taser - if you mean textures: found a mars texture and made ground. sky - noise for stars and some custom photoshop brushes for those nebulas and clouds. it took maybe an hour for both - ground and sky texturing and uvmapping. you will have chance to take a look on textures, models etc. demo will be ready tomorrow or day after.. so far took about 5 days to complete this level .. of course like 4-6 hours per day.. time spent mostly on logic bricks, figuring out scripts and making darn intro. ok some features here . all this time wanted to make working hud. here it is
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www.martinsh.co.nr - gallery is broken.. artmartinsh.blogspot.com - blog Blender artworks: Shotgun Assault Rifle Realtime Bathroom Demo Advanced GLSL 2D Filters |
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#255
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My work on the Monkey Game Project:
![]() I like this thread. Let's not let it die.
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Gameblender Resources: >> Mouselook System >> A* Pathfinding Demo |
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#256
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Martinsh, pretty frickin sweet.
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#257
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Martinsh, it seems to be awesome stuff!
Keep it up!
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#258
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Good to see the Blender Monkey Game Project is still going
![]() It looked like everyone had disappeared a while ago...
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#259
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Sorry Martinsh, I'm getting a bit bored already of your project. Ignore what I just typed.
--- It's good to see what everything means on that screenshot you took. I hope the intro worked out well.
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Try not to become a man of success but a man of value. |
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#260
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