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3d models development

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Johnnybravo:
Ok painfully read all that docs for it (why russian damnit :<), and found quick solution:

--- Code: --- EffDef Floats MyValues     1.4-0.05-6-7.7
 EffDef Floats AnotherValue 59.51243
--- End code ---

So basicly I'll soon finish those shaders so they're ready for specularity and normal mapping ( as well as optional vertex light for some models without normal mapping and without need to get detailed lighting model, like pickup items ) and explain how things should work.
Additionaly performance options should be easy to do in script as it allows interchanging effects - so by providing effects without specular and also with vertex lighting it should be easy to add game interface to switch them.

Luther Blissett:

--- Quote from: Johnnybravo on August 02, 2011, 04:46:40 pm ---[...]So basicly I'll soon finish those shaders so they're ready for specularity and normal mapping ( as well as optional vertex light for some models without normal mapping and without need to get detailed lighting model, like pickup items ) and explain how things should work.[...]
--- End quote ---

Very important work and very good news.

Surf:

--- Quote from: Johnnybravo on August 02, 2011, 04:46:40 pm ---Ok painfully read all that docs for it (why russian damnit :<), and found quick solution:

--- Code: --- EffDef Floats MyValues     1.4-0.05-6-7.7
 EffDef Floats AnotherValue 59.51243
--- End code ---

So basicly I'll soon finish those shaders so they're ready for specularity and normal mapping ( as well as optional vertex light for some models without normal mapping and without need to get detailed lighting model, like pickup items ) and explain how things should work.
Additionaly performance options should be easy to do in script as it allows interchanging effects - so by providing effects without specular and also with vertex lighting it should be easy to add game interface to switch them.

--- End quote ---

Very nice. Are you experienced with dithering/pixelisation  shaders aswell?

Jotisz:
Johnnybravo nice work on the shaders using normal maps could improve quality of low poly models and make them look high poly.


--- Quote from: Graf on August 02, 2011, 01:24:45 pm ---Also, Jotisz, we would probably need a "strong" (or "weak", I'm not sure about it) version of the female character, so can you make it as well? It seems to be the last necessary model we need so far.

--- End quote ---
Strong one I think. Probably giving a bit muscular arms and wider body to the default female would be perfect for it. Also I will look up that thing on the fat girl legs.

Surf:

--- Quote from: Graf on August 02, 2011, 01:24:45 pm ---Well, it's nearly impossible to see, whos face it drawn on the original sprite:

So I've decided to make it a kind of easter egg :) Precisely as it was guessed by barter1113.


--- End quote ---

I'd much rather take some picture of the GURPS version of Fallout 1, or some picture from the "Wasteland" game as it would be much closer to the roots of fallout and still be a nice "easteregg".



But ultimately, it's your choice and you are the creator. ;) Also it's so small we won't see it anyway ingame.

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