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Shading-less "retro" mode #368511
04/25/11 23:06
04/25/11 23:06
Joined: Mar 2010
Posts: 75
YellowAfterlife Offline OP
Junior Member
YellowAfterlife  Offline OP
Junior Member

Joined: Mar 2010
Posts: 75
In my current project I am trying to achieve such effect (think, gimmick) as limited colors visible on screen at once. As could be seen in... basically every old (<y~2002) game.
That means, no shading and no texture anti-aliasing.
So if the character is created to look like this in MED (shading disabled, everything set to _POINT)...

... it will look the same in-game, without any color change.

Now, to actual problems, questions and steps taken.

1. I have no idea how to disable texture interpolation on map entities (WMB). I've tried adding nofilter flag to these, but it seems to have no effect. How can it be done in A8.10?

2. Using map settings as Sun(0,0,0) + Ambient(192, 192, 192) and material for entities (Ambient(129,129,129); Specular, Diffuse, and Emissive = nullvector), I've got nearly right, shading-less output. But there's something wrong with it. While red remains right (or offset by 1-2) for most colors, green and blue happen to be offset by larger values, even up to 6-10. What is the right way to do this?

3. Is there a way to add 'outlines' (as seen on character image) to level entities? Two methods that I have tried were converting these to MDL's (and manually copying, scaling, and flipping polygons), and adding passable blocks with only one non-"None" surface. While first method takes a while to do, second has side effects.


Unfortunately, I've not worked with 3dGS for a while now, but it was fun
Re: Shading-less "retro" mode [Re: YellowAfterlife] #368699
04/27/11 17:36
04/27/11 17:36
Joined: Mar 2010
Posts: 75
YellowAfterlife Offline OP
Junior Member
YellowAfterlife  Offline OP
Junior Member

Joined: Mar 2010
Posts: 75
Hello?
Around 40 hours have passed since the post, and there is not a single reply here.
Am I doing something wrong when asking for a bit of help? (that does not even require posting any actual code)


Unfortunately, I've not worked with 3dGS for a while now, but it was fun
Re: Shading-less "retro" mode [Re: YellowAfterlife] #368715
04/27/11 18:53
04/27/11 18:53
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
What edition do you use? Because I would use very simple shaders to do it all, personally.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Shading-less "retro" mode [Re: JibbSmart] #368735
04/27/11 21:20
04/27/11 21:20
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Add a little glow and it will be perfect like a lot of retro today look and feel 3D games laugh

Re: Shading-less "retro" mode [Re: ratchet] #368745
04/27/11 22:39
04/27/11 22:39
Joined: Mar 2010
Posts: 75
YellowAfterlife Offline OP
Junior Member
YellowAfterlife  Offline OP
Junior Member

Joined: Mar 2010
Posts: 75
The problem is that I only have a free edition of A8.10 - no shaders for me frown
While questions 2 and 3 are relatively not critical (maybe I will pick colors carefully, so everything would seem to use a single pallete; maybe I'll have to drop idea of giving outlines to level blocks), Q.1 is a nightmare... I dont want to make all levels in MED or constantly convert them from .wmp to .mdl.


Unfortunately, I've not worked with 3dGS for a while now, but it was fun

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