[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.8068297 [View]
File: 1.45 MB, 1280x720, 20190126_oldvid.webm [View same] [iqdb] [saucenao] [google]
8068297

>implement normal / specular mapping for your sprites & overlays
>development laptop dies two weeks later

It's been over two years but re implemented it into my current project, as optional feature of course. Will look nice on actors, especially with dynamic lighting playing on surfaces with different depth / specular values. Also dynamic projection shadows. I haven't solved the issue of shadows from 'sprites' becoming increasingly thin as the angle between the polygon and light source gets very shallow. Maybe stacking the same shadow buffer several times with offsets so create a shadow with actual three-dimensionality? Seems like a performance killer.

>> No.5326823 [View]
File: 1.45 MB, 1280x720, 01262019115948.webm [View same] [iqdb] [saucenao] [google]
5326823

>>5326658
>>5326738
Works best when a normal pass is made from the actual model used to create the bitmap. Painting or creating a normal pass later from a depth pass or greyscale map probably gives worse results. The specular component, on the other side, is easily created by hand.

Next step is to give decoration sprites more angles/directions. 32 seems really easy to do now, but the usefulness probably varies from sprite to sprite.

>>5326779
I'll have to look into that.

>>5326786
Didn't play that version of DN3D, but it's pretty easy, especially for textures this small...just time consuming overall.

Navigation
View posts[+24][+48][+96]