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Re: IceX3 - development diary
[Re: PadMalcom]
#410907
11/10/12 18:30
11/10/12 18:30
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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hey oliver, what do you think about non-static windows ? It seems you creating the same layout like IceX2. in our Leveleditor weve styled the whole window panel things very small and the option to move all panels to let the user chose how he wants to set the windows.
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: IceX3 - development diary
[Re: oliver2s]
#411140
11/13/12 16:37
11/13/12 16:37
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
OP
Expert
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OP
Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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First part of entity manipulating is finished. - is possible to move, rotate and scale in X,Y,Z,XY,YZ and XZ direction - moving and rotating is possible in absolute or relative direction - entities can be rotated around there origin, around there center or around the selection center (if multiple entities are selected) - you can select (and deselect) multiple entities via mouse selection box or by clicking with holding CTRL
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IceX3 - terrain specular mapping video
[Re: oliver2s]
#411957
11/21/12 14:57
11/21/12 14:57
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
OP
Expert
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OP
Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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Today I wanna show a short video of the finished terrain specular mapping shader. For EACH of the 12 texture layers you can adjust - normalmap strength
- specularity strength
- sharpness of specular highlights
- texture scale
There's only specular mapping available yet, but I plan to add also a bump mapping shader. Then you can choose in the editor between specular mapping or bump mapping (or nothing) for each texture layer. The terrain shader will be a little slower in the editor than in the final level/game, because there are some image processing routines in the pixel shader for tweaking the normal maps and specular maps at runtime. [video:youtube] http://www.youtube.com/watch?v=z_72p4mcdec[/video]
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IceX3 - Alpha Version v0.1a
[Re: sivan]
#413342
12/12/12 12:51
12/12/12 12:51
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
OP
Expert
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OP
Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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With the following link you can download the first Alpha Version of the editor: http://www.stonehill-games.de/downloads/IceX3.v0.1a.rar It's a very early version with the basic features. A manual is in the root folder. Here are some basic tips for this alpha version: - models and textures which you want to use in the levels must be placed in the "ASSETS" folder.
- in the ASSETS folder, there are already some models and textures which can be used in the editor for testing.
- Specular Maps for entities must be saved in the alpha channel of the Normal Map (see example models in the ASSETS folder).
- The editor uses its own LOD system. LOD files must be name with a "_lod" at the end of the filename (see example models in the ASSETS folder). Every entity can have its own lodrange.
- Levels can save with Key K and loaded with Key L. No filenames are supported yet. The level is saved in "My Documents\IceX3" folder as "map.icex3".
- Level export is not implemented yet.
- If you want a German version of the editor, go to "data" folder, delete the file "gui.txt" and rename "gui_DE.txt" to "gui.txt".
- For statistic and improvement purpose, the editor records some user information (language, country, Windows Version, etc..) and sends it to the Stonehill-Games server.
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