Friday, 13 June 2008

Dx9 overkill

Upgraded my game engine to Dx9, allowing fancy effects, normal map overkill (need to tone them down) and huge megaterrains.



Right now I'm trying to work out the best way of building environments with the inevitable trade off between loads of lovely stuff and performance.

Ooooh, shiny.....

Friday, 16 May 2008

More Fun With Clone Stamp Than Is Decent



After sorting out my workflow and best practise for building ...er, buildings - taking into account the nuances/pain-in-arses of multi portaled old-gen Binary Space Partitions (modding the CoD series was more forgiving) - I've been work on textures and the problems associated with getting them to tile correctly (hence clone stamp).



There are some good, free, lgpl base-textures (base as in non-tiling) available on the interweb, and I've also got my own trusty, fake-SLR Fuji for getting more custom stuff. The finished results are basic seamless-textures - no normal mapping or anything fancy, though I did a bit of freehand editing for light and shadow.

No windows or doors as such yet - just the appropriately sized holes, I'm gonna model them (Blender - it's free) rather than opt for more BSP (it's actually easier for me to differentiate collision detection that way). Buildings still need LODing.

And I got some decent feedback after releasing my "Dubious Demo v.02".

Tuesday, 6 May 2008

Content Creation



Building Buildings. With garish placeholder textures.
Back to Binary Space Partitions - portal and detail the hell out of it, but remember those Old School 90 degree angles.

After much messing, I sorted the best practise for workflow, finally got those textures to align easily.