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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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  #1501  
Old 2010-10-08, 11:14
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I'm absolutely positive that if you try to upgrade your textures the way I did with the wheel, you're going to deliver a great model.
However, and this is more of a management thing, you could try to outsource the texturing. Possibly me, jan, or contacts you may have.
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  #1502  
Old 2010-10-08, 11:21
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I have no problem with doing models and leaving textures for you and jan but that way Ill never learn, and learning is one of the reasons of why Im on this project. So Im going to do some more tries..of course if I can't finally get to some decent textures I will outsorce them to you.
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  #1503  
Old 2010-10-08, 13:14
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You're doing a great job already Flip_One, of course your models won't fit with Jasiek's right away, especially at the first time. But keep it up, it's awesome.
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  #1504  
Old 2010-10-08, 13:42
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Thanks
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  #1505  
Old 2010-10-08, 21:59
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You can continue making normal textures, now they work well. I was working with a infinite light source, using a close light source resolved the problem. It rocks !

Try it yourself, in trunk folder, map F5
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  #1506  
Old 2010-10-08, 22:40
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Quote:
Originally Posted by David View Post
You can continue making normal textures, now they work well. I was working with a infinite light source, using a close light source resolved the problem. It rocks !

Try it yourself, in trunk folder, map F5
Pretty cool! Can't wait to see some of this lighting on colored textures.
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  #1507  
Old 2010-10-08, 23:07
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yeah so do I !
Keep in mind there is only specular here, I will add ambient, diffuse and shadows.
Now I'm convinced its worst the pain integrating normal mapping in LSA.
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  #1508  
Old 2010-10-09, 18:50
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TBH normal mapping was not working correctly till now
I suspected the shader to be wrong, and I was right ! I'm using a shader from this page and now we start to do something.

I made an extra map aimed to texture testing. Here is what it looks with diffuse + specular. The diffuse is a constant color, no texturing yet, coming soon.

Textures are from here

You can run around this map on trunk

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  #1509  
Old 2010-10-10, 15:35
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Alright, so here's the buggy.
Still needs some work. I could only work on this in my spare time, so sorry for the delay You can see the rushing, for instance on the wheels (yeah it's the same texture)

Tried to match Jan's style as much as possible.
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  #1510  
Old 2010-10-10, 16:37
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The seats look quite far apart, further than they are in real cars.

Maybe you should think of them with Grobos as passengers in mind, as they're the biggest race.

But overall it looks awesome!
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  #1511  
Old 2010-10-10, 16:51
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Good call. Might go for a clutch or something in the middle. The lack of it makes the spacing look very big indeed.
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  #1512  
Old 2010-10-10, 19:39
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Absolutely love it!!!

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  #1513  
Old 2010-10-10, 23:53
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Awesome style
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  #1514  
Old 2010-10-11, 09:28
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Very nice! , star wars style xD
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  #1515  
Old 2010-10-11, 13:16
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Yeah nice work ! It looks like I'll use normal maps so feel free to add some It looks like the exterior frame + pneumatics have it, isn't it ?
Would you like to share this work with us on SVN ?

I added some objects in test map, you can now see a bridge + castle with normal mapping

Also I removed specular light in shadowed areas
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  #1516  
Old 2010-10-11, 14:46
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Added the animated snake to models folder it has: stand,agresive,attack and injured.
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  #1517  
Old 2010-10-11, 18:10
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No, currently the buggy doesn't use a normal map.
Unfortunately the workload at my studio has increased enormously the past few days. I don't know if I will get to making a proper normal map.

I also made a windshield, which is not visible atm. How does the engine like transparency maps? Just a greyscale texture, with black being 0% opacity and white 100%? Or perhaps PNG with actual transparency on the parts that need it? Or would you prefer the windshield as a separate model, on which a shader can be applied?
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  #1518  
Old 2010-10-11, 18:31
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There are ready transparent glass textures in the models folder, ready to be used like that.
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  #1519  
Old 2010-10-11, 18:31
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Mmm so how do you do the relief on the pneumatics ? Is this texture work ? Or high-poly ?

The engine handles both alpha clipping and alpha blending. I target you to this post I wrote for the trash truck, which explain texture naming conventions
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  #1520  
Old 2010-10-11, 19:44
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Quote:
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Added the animated snake to models folder it has: stand,agresive,attack and injured.
I saw it, could you change the idle animation by a rolled position ?
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  #1521  
Old 2010-10-11, 21:21
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EUREKA !

Now having diffuse map + normal map + shadows working together

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  #1522  
Old 2010-10-12, 01:13
GoofyLife GoofyLife is offline
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lovely! Looks really nice =)
What is the cause of the floor getting kinda crispy and unclear the further away you get from the camera? Lack of filthering?
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  #1523  
Old 2010-10-12, 08:15
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Does indeed look like the lack of mipmapping.
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  #1524  
Old 2010-10-12, 12:28
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I don't mind, I absolutely hate mipmapping.

Also I bought contact lenses a few days ago . Was wearing glasses on occasion before, and noticed that things really are crispy all the way!
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  #1525  
Old 2010-10-13, 18:40
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Quote:
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EUREKA !

Now having diffuse map + normal map + shadows working together

Very Nice! I see that LSA have an real future!

Erm... Communisten! xD
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