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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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  #3926  
Old 2017-01-25, 11:17
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That looks awesome Jasiek. Lovely to see you're still on it!
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  #3927  
Old 2017-01-25, 16:19
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Ha, yeah, I seem to remake the remake every couple of years...
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  #3928  
Old 2017-01-26, 22:40
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It looks very nice ! The sandbags now look like real sandbags
Is that parallax occlusion on the cobblestones ?
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  #3929  
Old 2017-01-27, 10:21
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Hey, nope, just a normal map, specular, diffuse /albedo and an occlusion map on top.
I do have height maps for most of the new stuff tho, so parallax mapping is an option.
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  #3930  
Old 2017-01-29, 22:58
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Left to do before importing to Unity:
  • Redo the banners - maybe find some way to have them wave dynamically with the wind,
  • Different gutters and sewer grates,
  • Sewer hatch,
  • Big trees, bushes,
  • Crates, Barrels,
  • Hanging lamps,
  • Funfrock bust,
  • Pharmacy neon sign,
  • Telepod,
  • One more type of poster,
  • Street sign,
  • Instantiate windows,
  • Make new beaches, throw away the sea,
  • sculpt new rocky stairs to th e beach, make them into a repeatable asset,







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Last edited by Jasiek; 2017-01-30 at 10:27.
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  #3931  
Old 2017-02-01, 18:13
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This looks crazy good. I have one point. The bronze roof looks more like steam punk architecture than LBA roof. I would prefer something different and more yellow. Other than that I'm in love with the look of this.
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  #3932  
Old 2017-02-01, 21:56
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I'm planning on having at least four architecture styles:

1. Super ancient stuff/ruins - sometimes made of that green marble stone.
2. Older buildings - wooden with yellow thatched roofs.
3. Contemporary buildings - made of bricks covered with lime plaster/pebbles, curved wooden roofs.
4. Modern/Regime architecture - concrete, rebar, steel.

The town square will be Contemporary, older houses, residences on he outskirts, Twinsens house will either be Older, or mixed in with Contemporary.

Anyway, here's a pharmacy neon sign:
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  #3933  
Old 2017-02-03, 06:12
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Quote:
Originally Posted by jasiek View Post
2. Older buildings - wooden with yellow thatched roofs.
yeaaaaaaaah :d:d:d:d:d
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  #3934  
Old 2017-02-11, 12:14
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Worked on trees, but I'm really not that good with trees so far there isn't anything to show, I made some branches which are quite good, but putting them together is a whole different thing.

If anyone has good trees, that wouldn't be too tall, and would fit the style, with masked transparency on the leaves and other maps like normal maps, roughness etc. I wouldn't say no to those....
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  #3935  
Old 2017-03-21, 10:03
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Result of a few days of work on an Ocean shader, took me a while and it's still not complete. Need to add more panning on the texture, smooth out the waves, and add foam on top of them.
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  #3936  
Old 2017-03-21, 16:30
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Omg that's so freaking beautiful. Really something special to be able to see Citadel island like that.
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  #3937  
Old 2017-03-21, 16:48
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I agree. Ocean looks really good.
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  #3938  
Old 2017-03-21, 17:00
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Woaw!
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  #3939  
Old 2017-04-01, 20:18
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That looks so beautiful
I guess it's both vertex and fragment shader ? How do you define the geometry of water surface, is it a simple grid ?
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  #3940  
Old 2017-04-02, 01:32
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Great water shader, the quality is amazing.
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  #3941  
Old 2017-04-05, 22:49
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Quote:
Originally Posted by David View Post
That looks so beautiful
I guess it's both vertex and fragment shader ? How do you define the geometry of water surface, is it a simple grid ?
It gets tessellated dynamically, I can change the amount of tessellation in the material for the water plane. I could probably control the amount of tessellation based on camera distance too.

On the right there's the settings I've got available available:



Here's the entire node tree for this thing (it's a mess! )




Large part of it is based on this one online tutorial, with some fiddling of my own. The wave displacement could probably be done better.
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Last edited by Jasiek; 2017-04-05 at 23:14.
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  #3942  
Old 2017-04-06, 19:11
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Hi,
no, I don't have enough skill to write this, but as I know my way around a node editor I can do it that way.

What I'm using here is a Unity asset called ShaderForge, it lets you make a shader using nodes and a Gui, and then compiles it into shader code.
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  #3943  
Old 2018-10-14, 20:25
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Hello !

The SVN of this project moved from http://lsa-svn.svn.sourceforge.net/svnroot/lsa-svn to the new adress :

http://svn.code.sf.net/p/lsa-svn/code/

Edit : lol ... I got a 557 days old warning when writing this !
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  #3944  
Old 2018-10-14, 22:20
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Thanks for sharing David and good to hear it from you
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