
 This will have a *HUGE* nice-ness effect on the graphics
 This will have a *HUGE* nice-ness effect on the graphics 


Danimal {l Wrote}:That looks KILLER, with that kind of graphics we wont have anything to envy WFTO. I would say to give priority to implement that and get rid forever of the bland looks of rigth now.


 I do not know about the blur though. If we could get the game to look like this it would be awesome
 I do not know about the blur though. If we could get the game to look like this it would be awesome  I really like the floor, the barrels, the tourches and the claimed walls nice work Skorpio
 I really like the floor, the barrels, the tourches and the claimed walls nice work Skorpio 

Skorpio {l Wrote}:I've rendered a new image with some test claimed walls. We need a lot of props to fill the dungeons like these nice barrels that I found on OGA. The troll is a bit bigger in the new renders. I'm not sure about the relative size, but I think the tile size is something like 3*3.









 
 
Skorpio {l Wrote}:
I think we also have to change the tile placing system. At the moment some tiles are rotated in-game, but that means the textures are rotated as well and don't fit to the adjacent tiles anymore. That means we would need one tile for every possible direction.

Skorpio {l Wrote}:I'm trying to create some transitions now and I'm kind of horrified by the amount of transitions needed for only two different textures. You need 30 for all the different combinations of edges and corners. Figure 4. The different material settings of the transitioned tiles are also problematic, since the values of diffuse and specular reflection differ, so the transitions will look a bit brighter or darker.
 Also good idea with the stairs. We talked about having different levels on the map, back in the days, and I think it would be nice.
 Also good idea with the stairs. We talked about having different levels on the map, back in the days, and I think it would be nice.









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