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Re: What are you working on?
[Re: Jerome8911]
#467404
08/01/17 05:45
08/01/17 05:45
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Joined: Mar 2014
Posts: 359
CocaCola
Senior Member
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Senior Member
Joined: Mar 2014
Posts: 359
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// ~~~~~~~~XX~ ii// iiiii// iiii// iiiii// iiiiii// iiiiii// iiiiiiiiiiiiiiiiii// These pictures motivate me to continue with the Gamestudio. Shaders are too complicated for me and I have already started to change my games in other engines. Your pictures look good. What shaders are in these images? ///////////////////////////////////////////////////////////////////// picture1 ///////////////////////////////////////////////////////////////////// picture2 ///////////////////////////////////////////////////////////////////// picture3 ///////////////////////////////////////////////////////////////////// picture4
Last edited by CocaCola; 08/01/17 05:52.
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Re: What are you working on?
[Re: CocaCola]
#467426
08/01/17 22:23
08/01/17 22:23
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Joined: Jul 2002
Posts: 3,208 Germany
Error014
Expert
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Expert
Joined: Jul 2002
Posts: 3,208
Germany
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Hey there, Dungeon Deities uses subtle color correction, normal mapping on the non-mirroring tiles (everything thats not water in the shot above), a reflection shader for those (water in the shot above), and a custom written shaderbit that adds the vignetting to the outside of the walls (thats here technically part of the normal mapping-shader). However, for the longest time, we went fully without shaders. This is how it looked like. The lighting is "just" a combination of dynamic lighting and a customly adapted static lighting layer (made using the pixel_-instructions on a 2D-plane put ontop of the tiles) Hope that helps!
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
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Re: What are you working on?
[Re: CocaCola]
#467427
08/01/17 23:03
08/01/17 23:03
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Joined: Feb 2013
Posts: 122 Maysville, Ga
Evo
Member
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Member
Joined: Feb 2013
Posts: 122
Maysville, Ga
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CocaCola, I haven't used any actual shaders for the level yet. At the moment, I've kept things simple. The walls, ceilings, floors and models all use a basic material effect.
MATERIAL* mtl_walls =
{
ambient_blue = 40;
ambient_green = 40;
ambient_red = 40;
diffuse_blue = 80;
diffuse_green = 80;
diffuse_red = 80;
specular_blue = 0;
specular_green = 0;
specular_red = 0;
power = 0;
}
Aside from that, the player has a dynamic light used as a lantern and the level fog sets the view distance.
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Re: What are you working on?
[Re: CocaCola]
#467442
08/02/17 20:57
08/02/17 20:57
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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@Jerome8911, cool graphics style, will it be a rts with building elements (I mean in the sense of placing small structures like obstacles or bombs or putting infantry in structures)? Thank you very much! So I see, it's possible to make good loocking games without shader skills(especially without shadow/ lights). The bad example for a game without shadows is Starwars Knights of the Old Republick 1. Your Games are so different and good Examples for me. , try shadowmapping shader (by Slin?) on this forum or iirc you can get one from Sivan's map builder too. Or get shade-c evo but its slower.
Last edited by Reconnoiter; 08/03/17 09:21.
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