Hmm… that is what i feared :(. It really sucks to know that small textures is my problem, Especially when they are supposed to be so good. :rolleyes:.
I have some better gameplay figured out, the things I have at the moment are just for testing out the collision, the animations, and the attacks. I quickly put those there to test them.
The next step is to get the pikmen-like controls working. The thing is, I don’t know any python. I have everything written out in logic-bricks and properties on paper, but i’m afraid its just to much for the GE to handle. If only I could find a coder to translate my logic bricks to python…
If there are any coders out there who want any type of modelling job done, pm me and we can work something out, I help you you help me sorta deal.
If not I will just have to try it out with logic bricks until I can find a coder or learn code myself to get everything working.
sory, not updates today, I got homework:rolleyes:.
I’ve been working on the menu screen a bit, tell me what you think! This is my first time ever making grass/using particles. Basically i made some pillars, rendered them, then took textures from cg-textures.com and changed stuff in photoshop, then i brought that img into a plane and rendered it with grass in from of it, then edited again in ps. for the buttons, they are just simple planes with a texture. I can see now that the buttons are waaayy to light, i need to make them darker to match teh backround, i will change that too.
I need some ideas for a logo, that is what i am going to make next.
I just finished a huge homework project, so now i have a lot more time to work on this:yes:.
yeah, i am going to add the title in there once i figure out what it is going to look like… As for a screenshot of game, it is an RTS so i don’t think the graphics would look… “applealing” on the main menu, seeing they are super low poly and meant to be seen at a further distance.
I know how to fix the alpha image issue. All you need to do is remove the alpha from your image in gimp or photoshop, change the area of the image that is used as alpha to the same (or nearly the same) colour as the part of the image thats visible, and then add alpha again.
The problem your having with your image is due to colour bleeding, the alpha images edges are bleeding with the base colour of the alpha part of the image creating those white lines, so if the base colour of the image is the same as the visible part you wont have this problem.
Heres a .blend showing what I mean, just look at the two different textures.
I like this one better… what do you guys think? I just need to make a nice Conquest thingy to put near the top and i need to make some cool clouds. gomer, i tried to fix mine, but i still don’t understand how to make the alpha part a certain color, when i tried it, it didn’t show up as alpha. I understand what the problem is now but i still don’t know how to fix it. And what about imgs with multiple colors, like the sword?
I’ve never used photoshop, so I don’t know how it would be done, But in gimp you can just take the image and fill the alpha with the colour you want then reselect it and make it alpha again. With multiple colour textures you just get the closest colour to the edge of the texture, I would just use a gray for the sword.
Remeber, the problem is caused by the colour were the alpha is bleeding into the un alpha’ed part of the image, so even just a darker colour helps. Oh and black will create a nice border around your image if you want it to look a little sharper.
In the title screen, why don’t you take the flag out and have a realtime flag flying in the wind. Or make the whole frontal area realtime, it would make the game so much more cool.
I’m still stuck on collision boxes, but i have some1 helping me with coding and stuff, i will have another demo out when i get the collisions working. The flag might be hard to do, and the scene is like… lots of polys so i don’t think i can do that realtime. The flag would be cool though.
Nice, but all of the players do not have collision detection yet, and the player selection problem is still weird, you cant really see who youre picking/unpicking.
i kno i kno, i haven’t had many updates because most of the things i have been working on are things like the minimap, AI, and coding aspects so… not much to look at. But i AM STILL WORKING ON IT!
the archers seem to fire a bit late and weird… also id fix that you can shot like alot of arrows at on time…id make it like a 3 sec reaction after each arrow
Nice modeling! other than that, the controls are confusing. will you change to click-goto? if you give me the go-ahead I’ll experiment on the latest update file.