Rathmor Video

#41
Looks tricky to land a hit on it. I'd hate to run into a pack of those things. What am I saying? That sounds like fun!
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#42
Video taken down.
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#43
(2013-06-24, 03:38 AM)Verdite link Wrote: New video! *shakes arms and hands like a spastic*

https://youtu.be/fBIhkYb_w20

Are you sure your models have lighting normals? It's awfully suspicious that the sleeve of the shirt is always either gold or dark but never half and half depending on its relationship to the lamps. The skeleton lighting is totally weird in the same way.

It's funny because I know in one screenshot with the skeleton lighting in the village in another thread the normals are clearly there. So I suspect there is something weird about the lamp settings instead. If you send me a demo I'll take a look at it.

Unfortunately the map lights don't follow the Direct3D lighting model accurately, but I don't think the difference is this much. Although it could be. I've never seen cases where the lights appear so unnatural. Especially all the way up to the edge of the lamp radius.
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#44
I'm sure.

It could be the lighting setup in the level. I was playing around with casting dark colours onto the walls earlier.
Ive just checked everything over, the lights were setup differently, and the lamps' numbers in the RGB setup were too high.
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#45
Looks quite neat though. The stark end to the light sphere almost gives a cell-shaded appearance.

Edit: I realized something I'd never considered before: the player arm actually has a huge impact on the game's feel. In a first person game, it's design and movement are the part of the player's character that is present most often. ‎  And also, it's one of the biggest ways to convey differences between weapons (weight type of damage etc).

Ben, did you ever check if SoM can support more than 3 arm animations?
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#46
Well the arm has the capacity to hold 100 arm animations, I havent gone beyond that amount.
Actually the main reason for doing that video was for 'celebrating' finishing the swing arm. I remodelled the hand, and arm, and retextured both of them. I created a new texture for the glove - a 'stitched' leather piece.
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#47
Heres a better video...

https://youtu.be/g_V79eXFODM
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#48
(2013-06-24, 10:10 PM)Verdite link Wrote: Heres a better video...

https://youtu.be/g_V79eXFODM

I don't notice any changes except for the pink tint. Are you playing with a keyboard or is the framerate just real bad? Use an analog controller for promotional videos.

I haven't looked at lighting in a long time. I'll take a look at this if you send me a demo project. The incorrect lighting and not using all the tiles in SOM_MAP are really bugs. But the difference between the map and the objects should not be this dramatic.

You should be able to tell where the light is coming from even if the lamp was not there and map light calculation is off. I don't see that in your skeleton and arm model when bathed in the light. Something is very off.
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#49
It was more of a test play, and yeah I was on the keyboard.

Ok ill setup a simple demo sometime.
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#50
I wonder if the arm could hold the full 256. Even with 100, you could almost give every weapon it's own swing animation- very nice.
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