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.
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.
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