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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #3551  
Old 2012-05-30, 23:48
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here we go :






Edit : I added an extra specular target only for specular. You can see it through view menu. Remember there are opaque transparent pass, thus you can find 2 items in view menu.

Edit2 : I'm raising the question about keeping shiny and matt again. I think there are 3 things to consider for specular light. The reflected color, it's intensity, and size of bright spot. Right now you can control 2 first parameters with specular map itself, and last one depends if material is shiny or matt. Unless we link this with intensity of color. What do you say ?
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  #3552  
Old 2012-05-31, 00:22
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Yeah, it should be linked with colour intensity.

And as I said, I think that if object has no specular map it should default to the value that _matt has - since those are the most common objects.
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  #3553  
Old 2012-05-31, 02:51
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I comited source for colored specular lighting. Here are some updates on how to handle materials

_matt.png will load specular map "interface/matt_spec.png". It's single color R63 G63 B63
_shiny.png will load specular map "interface/shiny_spec.png". It's single color R255 G255 B255
_diff.png will look for a _spec.png or load specular map "interface/matt_spec.png" in case it didn't find it

I'm not in favor of textures with no signature, cause it's complex to manage in the source
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  #3554  
Old 2012-05-31, 09:14
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So you want to leave _matt and _shiny even if it's redundant? I guess wouldn't want to rename all the textures yet again though........
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Last edited by Jasiek; 2012-05-31 at 09:19.
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  #3555  
Old 2012-05-31, 09:57
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yeah I keep it, it's good for textures with no specular, it still let you choose a basic material. In light shader matt shiny and diffuse are rendered the same way,
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  #3556  
Old 2012-05-31, 14:22
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I've made a walking animation for the soldier.

I'm not sure how to solve the rifle thing though, I could add a bone for the rifle to the model so it can be attached to it in the game.

Would like to avoid adding weapons to character models...

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  #3557  
Old 2012-05-31, 15:29
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In the original game they always ware the same rifle, I think it could be part of model. Would be interesting to have the weapon bone independent, so that weapon can go to the back of soldier when it's not shooting
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  #3558  
Old 2012-05-31, 15:33
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I guess I can add an "item" bone into that rig (it's basically the same one as with the rabibunnies) and attach a rifle to it.
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  #3559  
Old 2012-05-31, 16:09
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Model looks great. There is a weird thing happening on the moving part that goes on the mouth ... moves in a crazy way. Could you review this please?
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  #3560  
Old 2012-05-31, 16:13
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David, is this normal (well, obviously it`s not normal for the stuff to look like this, but I mean, did you forgot to turn off/on something in the engine)?
I`ve also noticed that the animated .png-s don`t work anymore.
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  #3561  
Old 2012-05-31, 16:19
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Quote:
Originally Posted by TommyGun View Post
Model looks great. There is a weird thing happening on the moving part that goes on the mouth ... moves in a crazy way. Could you review this please?
It's an air filter on an elastic piece of tube, it's meant to do that - it's not fixed in place.

EDIT:

But yeah it is a bit choppy and not fluid enough so I'm fixing that.
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Last edited by Jasiek; 2012-05-31 at 16:32.
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  #3562  
Old 2012-05-31, 16:36
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@Horadrim : Can you post the output for opaque specular ? It's in view menu.
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  #3563  
Old 2012-05-31, 16:46
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Hmm... This option is missing in the menu. Are you sure that you`ve committed the right stuff?
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  #3564  
Old 2012-05-31, 17:24
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I haven't comited binary, only source. It has to be rebuilt
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  #3565  
Old 2012-05-31, 17:34
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about the animated texture I looks like I can't do it, because I pack all textures binding in a single display list while scene is optimized (after you push blue button). What about scrolling instead ? Look at end of this video, it scrolls a normal map and it looks really good
http://www.youtube.com/watch?v=km5kVAO-QjQ
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  #3566  
Old 2012-05-31, 17:47
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If scrolling could also be spinning we could do what Horadrim wants with two surfaces instead of one with an animated texture as we had up to this point.

So if you wanted a moving cog or some spinning motif under a metal frame you could do that with two planes.

However the animated textures seemed to be something with A LOT of potential.

For instance, I was planning to make an animated foam for shores and places where water touches objects in the scene - and we already tried moving the uv's for that and it doesn't look as good as an animated texture would.
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  #3567  
Old 2012-05-31, 17:53
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I've just figured out I could use 3D textures instead of 2D textures, which are just a stack of 2D textures layers. I'm using it for the clouds. Thus it's possible to pack the full animation in the optimized scene
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  #3568  
Old 2012-05-31, 19:55
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Well, I didn`t know that I should recompile it. I`ve done it and now everything seems to be normal.
As for the 3D textures thing, does this mean that after all, there`s a chance to have animated textures in the way we had them before?
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  #3569  
Old 2012-05-31, 20:44
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I'm trying it right now. 3D textures has something cool, it's that if you have a frame 1 and frame 2 and decides to show frame 1.5, it will do a smooth transition.

Game mode -> Editor mode should not crash anymore.
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  #3570  
Old 2012-05-31, 20:48
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So, I guess the smooth transition will help us to lower the frames in the .png-s, thus lowering the texture size?
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  #3571  
Old 2012-06-01, 02:03
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here is what it look like with 3D texture, at slow motion :

http://www.youtube.com/watch?v=rZDZt...ature=youtu.be
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  #3572  
Old 2012-06-01, 03:04
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APNG should work again now, comited source files and updated nearpharmacy map so that it shows an APNG in action.
Problem (or NOT?) is that I can't figure how to do mimaps now with 3D textures.
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  #3573  
Old 2012-06-01, 14:33
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In the assets\test folder you could see a small clip with the APNG textures working on the retextured groboclone model. I tried to upload it to youtube, but I`ve got an error every time I get to 4% of the upload process. So I uploaded it to the repo.
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  #3574  
Old 2012-06-01, 14:49
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That looks really nice!

I especially like the iris like eyes!
I also really like that "window" at the back, and I think it should be incorporated to the soldier!


If I would change anything is that I'd make it a little less gritty (I sort of imagine these as fresh from the production line), change the meter to something that could be better visible from afar (the camera is pretty far from the model in the game), and maybe give the helmet/head a yellow tint to make it absolutely positive these are the yellow clones and not a "green/yellow" variety.

The Funfrock logo is great! Could I have that to add to the soldier and to change the banners?


We could also update the breastplate part, so it resembles the one I redid for the soldier? (so it has these edges around the holes).
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  #3575  
Old 2012-06-01, 15:02
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awesome !!
OK about the animation forget about smooth transitions, sorry, too complex. Simply because 3D textures are not compatible with mipmap. I use 2D_array type textures instead, which work perfectly with mip map.
I suggest to use tiny textures with at least 30FPS.
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