sprucing up

Does anybody have any idea how i could idk make my game look better like more detail or something to make it look more professional?

I just have basic objects with no textures but i might add a simple texture to each square later on and this particular level has 2 point lights and no shadows but i really want shadows but they just drop the framerate way to much.

so does anybody have any ideas?

please :slight_smile:

here are some pictures


you could add a specular map to the objects to give them some variation. maybe get some tiled metal texture from cgtextures.com and use it for ‘color’ under the specular settings for your objects. It really depends on the style of your game too. Each square could have a dark border or maybe an inset surface that could be accomplished with a normal map.

If you are concerned about shadows, another thing you could do to add some depth to your objects is some ambient occlusion. you could either bake the AO with a texture map, or, under vertex paint mode you can set ‘dirty vertex colors’ then multiply them in using the geometry node and a multiply(mix) node in the node editor for your materials. If you search ‘fake ambient occlusion in blender game engine’ you may find a more detailed description of how to do it. AO, if used right, can really make your objects pop.

my 2 cents.

ok ill try that thanks!

I would also recommend AO and some lighting - even with 2 point lamps, the level’s very flat. I don’t see much in the way of FPS-dropping objects, so perhaps you need to go back to the cubes making up the levels to change them. If you’ve got a large number of faces for each cube (i.e. > 6), perhaps you should use textures for that instead of polygons.

i googled how to fake ao in the game engine but couldnt find anything.

This may help you out: http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Game_Engine/YoFrankie/AO_with_Vertex_Colors

Alternatively, you can bake AO to a texture, but your level needs to be one mesh for it to display (unless you want a different material for each object).

ya baking wouldnt work because there is alot of individual peices and moving parts.

Also Nayshun i found the video you posted before to but i cant understand what the guy is saying and i cant see what he is doing.

could someone who understands what he is saying explain it to me so that i can add this to my game.

~ Detail-Textures (best done via Nodes)

~ Only one shadow-throwin’ Lamp per Room.

~ A 2D-Filter that would include simple Depth of Field, a Bit of a Bloom, that can look very nice and as long as you keep all your Stuff in only one 2D-Filter Script it the Framerate Impact ~might~ remain low.

~ Concernin’ baked Ambient Occlusion, which can – of Course – not work in an Environment of mostly dynamically changin’ Objects… this is goin’ to be a Question goin’ out to you Folks out there: Would a dynamic Ingame Ambient Occlusion be possible via Vertex Colors? Like what that Guy in the Video did, but ingame via Script?

@mrn: To explain that Video:
Switch to Vertex Paint Mode.
Right to the right of were you switched to that a Piece of Text says »Paint«.
There you can choose »Dirty Vertex Colors«, which seems to add some Sort of Ambient Occlusion to the Vertex Colors.
If you switch to Solid View, then you can see the Difference.

As soon as you have switched back to Object Mode for regular Editing, make the Material a Node Material and in the Nodes combine the geometric Vertexcolor Node to the Diffuse of your Node Material. Finished.

But this only MAYBE be hekpful for you depending on how dynamic your Environment gets.

ya it kinda made it darker in spots but i need it to be like this in textured mode

sweet it worked! thanks!

oh except on the cube it makes kinda weird black line on the top

EDIT so this isnt reall time because if you move the cube around it has no effect on the plane below it witch has the same setup?

@CA - A screen-space ambient occlusion filter might work. Martinsh made one that you can find on the resources section of the forum. I would probably recommend that first and vertex-paint based AO second.

ok ill try that

I forgot: Rim Lighting
People might debate whether it really is the Beauty I find it to be or just a coll & trendy Fashion these Days, but it is easily achieved via Nodes or even a 2D-Filter (though I do not know what that Filter’s Code would look like)
I just mention it because it seems to make Things prettier in general PLUS it is actually a realistic Effect if used correctly…
… but since your Game consists of mostly flat Surfaces and cubic Shapes, the Beauty of the lightened Rim would, most probably, not even be recognizable… yo my Speech was, either Way, in Vain…

Holy macaroni! i got the ssao filter to work and man does it look good! except it drops my framerate down to 5 any suggestions?

Take a Look at the Shader Script and find the Place where the Amount of Samples is defined – should be an IF Command, usually.
If you reduce the Amount of Samples there, you will get a better Framerate, but still that Filter is slow as hell, which is why I never consider it. :confused:

ya i dont think it will make much of a diffrence i think ill just go with static AO cause it seamed to work before i tried the SSAO filter.

Steps for faking AO:

  1. Select the object
  2. go to vertex paint mode
  3. click ‘paint’ -> ‘dirty vertex colors’
  4. go to the material node editor and enable nodes for your material
  5. in the node editor ‘shift A’ -> ‘Input’ -> ‘Geometry’
  6. in the node editor ‘shift A’ -> ‘Color’ -> ‘Mix’
  7. on the ‘Geometry’ node drag the ‘vertex color’ to the first color slot on the mix node
  8. drag the material color to the second color slot on the mix node
  9. change the mix node to ‘multiply’
  10. set the ‘Fac’ to 1
  11. attach the mix node to the output

Your Done!

This method applies darkness only to vertices, so the amount of vertices in your object will affect the quality of the result.

ok cool just now ive trying to switch all the squares to single face planes to speed up the game instead of each have 9 faces and also im using a normal map for each to get the indented look so is this possible to do with a single face mesh?

I just tried it on flat Planes and Cubes – didn’t work as good… (not even simple-surfacesubdivided)
Still the Planes’ Vertices can be painted by Hand.
Now this would be no Problem… but since you have Lots and Lots of lil’ Planes as individual Objects, you would have to select an paint them all separately… @___@

What I got, but still: It’s static, not dynamic, and as stated, with single separate Planes it would be a Horror to even achieve this. (one Object/Mesh with several Planes, Vertexcolor-AO handdrawn)