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Topic: small pretty demo (Read 8987 times)
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syn9
Senior Member
 
Posts: 175

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thanks, the maps cant be extremely large, only like ~1k polies and still get a good fps on my comp.... but, it just needs more optimization to fix that... as for the map editor, its got some very key parts missing from it or that need to be fixed, as well as a tutorial on how to use it, heh, but here are some shots if you want to see what it looks like the finished room: http://syn9.rpgdx.net/maped1.jpgthe room while generating the bumpmapping/lightmaps http://syn9.rpgdx.net/maped2.jpg
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KiZ
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Posts: 2879
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As said by the late DP... O_o Im dead? ... Anyway, Syn9, do you know what could be causing the errors whilst running the demo on my system? (I explained them in my earlier post)
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whitetiger0990
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Posts: 2964

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As said by the late DP... O_o Im dead? Took you long enough to notice xD Anyway, Syn9, do you know what could be causing the errors whilst running the demo on my system? (I explained them in my earlier post)
I don't get any problems =\ (Ish running win98)
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 [size=10]Back by popular demand! I will byte and nibble you bit by bit until nothing remains but crumbs.[/size]
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syn9
Senior Member
 
Posts: 175

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thanks guys, yes, it would be a lot better if done in ugl. im not sure what my coding plans are, someone was talking about that i should take back up zero g 2 with ugl... that would be really cool, but i dont think i have the time, and im not sure what kind of story it would have....
i really love the look of the lightmaps. because the room can have any number of light sources, and have each pixel on each texture have bumpmapping/light calculations from the light... though, its still prerendered, i think it looks yum
yea, blitz, i saw that demo, its pretty cool. but, if i plan on doing something of that calibre, i'll more than likely just use opengl
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Pages: [1] 2
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