Cardia on 15/11/2014 at 18:17
Viele Danke Zappen, ich benutze jeztz Textures von dir fur meine neue mission. Sie sind Super! ;)
Cardia on 15/11/2014 at 20:41
Quote Posted by zappen
Danke ... aber ich denke, sie sind nicht mehr angemessen für NewDark, oder? :tsktsk:
Thanx ... but I think they might not be adequate for NewDark anymore?
i now they have low resolution, but still i find them very suitable for the medieval city i´m building :D
Random_Taffer on 17/11/2014 at 19:38
Looking good so far, GORT! Can't wait to see the finished product.
Thanks again, man!
GORT on 18/11/2014 at 19:59
OK, here's it is with the joints implemented. It's a bit rough. I'll keep going at it.
[video=youtube;T83dZk-a09Q]https://www.youtube.com/watch?v=T83dZk-a09Q[/video]
Random_Taffer on 18/11/2014 at 22:43
Yeah, that rocks! You're doing great so far.
PinkDot on 18/11/2014 at 23:00
@GORT - that's looking very interesting. I like the subtle motion. I never knew you could do such things in Dark Engine. (Did LGS know...? ;) )
I'm wondering - is there any way to conceal these seams? Maybe if the rotating elements extends a bit so they overlap (but keeping the same joint positions)? Not sure if BSP let's you do this however, unless you leave some gap for the rotation to happen without cutting-through the polygons.
Also - try to use a texture, that doesn't tile vertically, but instead it ends in an organic way, so to speak. This way you will not see the sharp polygon line.
It's going to be a nice addition anyway. :thumb:
GORT on 18/11/2014 at 23:29
@ PinkDot
I've use that type of motion for all of my banner objects in TROTB 2. Overlapping is the key here. I just need to make it look right. :p
There might be some shading issues due to how objects react to lighting, though. That's why I made my custom banners without the PHONG shading. I'll just have to see whether or not I can work around that.
BTW: That type of movement is only in NewDark. It's the pendulum setting.
PinkDot on 19/11/2014 at 13:04
I think it looks better and more natural.
To get better lighting, try adding more subdivisions to your mesh. Light will be calculated for more points on the surface and hopefully transition will be smoother.
Also - do you have any control over normal directions in your software? It is (or maybe it used to be more) a common practice to alter normals to affect lighting in game engine. Basically, try to match normals of the vertices for which you want the shading to be the same.
But having said that - since there's no mesh deformation going on there, you will get some steps there.