Thinking about some RPG..Android version.

Started by EgonOlsen, December 17, 2011, 11:42:01 PM

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Hrolf

Quote from: EgonOlsen on March 06, 2012, 09:55:46 PM...i've never seen this used until recently. I resist to support this ATM... >:(
I agree - bad OBJ exporter. I'm having trouble thinking where these negative indices would actually be useful. Maybe just a loader warning?

Anyway, for a low-poly model that door looks pretty good!

EgonOlsen

Quote from: Thomas. on March 06, 2012, 11:36:49 PM
What color depth and resolutions are you using for this texture? But it looks nice :)
The texture is 256*256 (with 128*128 for normal- and height map), the color depth is 16bit (converted by jPCT-AE...i'm using 16bit textures throughout the game (...mostly)).

Thomas.

But it's look like 256 colors... I resized texture in PC and updated ZIP, if not better, I don't know where is problem...

EgonOlsen

Quote from: Thomas. on March 07, 2012, 03:41:54 PM
But it's look like 256 colors... I resized texture in PC and updated ZIP, if not better, I don't know where is problem...
There's no actual problem...i had to darken the texture, which cuts the range anyway. Then it is converted into 5/5/5/1 color format and rendered into a 16bit framebuffer. The shader also scales the colors in addition and given the subtle color differences in the brown parts, you finally get what you've asked for. I could try to use ETC1 texture compression instead, which uses the same memory as 16bit...

EgonOlsen

This is how it looks with ETC1 compression instead:



You can cleary spot the compression artifacts...not sure if this is better albeit it offers a little more variety in the colors.

Thomas.

#200
I see... but in 192th reply, second screen it looks good :)


EgonOlsen

No, i was busy with the BlackBerry port and some other stuff. I hope to continue working on it soon.

zandric

Hey. I saw this and thought I'd ask. Is there any chance of a source release even in its current state? I think that would help a lot of people in understanding shaders a bit more,as well as many other things.
How'd you do the terrain generation? Did you simply deform a plane or model it and load that in?
Thanks!

EgonOlsen

I somehow missed the post above...sorry. Releasing the sources ATM isn't very helpful, i think. They simply change too often. But if somebody has some questions about how specific things are done, i'll gladly explain it and post some code too, if that helps. The terrain has been done in Terragen and reduced in vertex count by using VIZup (see the jPCT wiki for more information).

Anyway, i just wanted to mention that the project isn't dead. I just had a lot of different things to do including finishing Mass Effect 3, Legend of Grimrock and Risen 2... ;) Recently, i replaced the terrain with the one that i'm going to use in the actual game. Unlike the former one, the level borders are not a flat surface anymore but some "mountains" (more like hills, but anyway) that you won't be able to climb (ATM, you are...). Yesterday, i placed my first city where it belongs...



raft


Hrolf


fireside

Nice, I like the terrain better.  Glad you are still working on it. 
click here->Fireside 7 Games<-

EgonOlsen

Quote from: fireside on May 21, 2012, 12:30:16 PM
Nice, I like the terrain better.
It actually the same texture as before. I just use a much more blurred texture splatting texture to mix the layers so that there's more variation in the looks...

EgonOlsen

#209
I started to draw a simple map to see where to put which location like towns, huts...stuff like that. The "world" is roughly 90,000m2 in size (dungeons excluded). That sounds more than it actually is, but it has to be enough. It'll be hard enough to fill this world with content anyway.

Is anybody here still willing to do some content creation? I need some additional stuff like a tower, a hut, gravestones, some castle remains, a kind of church or monestry (open...so that the player can enter it)...I searched the web and there's great stuff on http://opengameart.org/, but either the license doesn't fit or texture coordinates are missing or...

I also added some plants. They are more seldom than trees or bushes but you can collect them (or better: you'll be able too...it isn't implemented yet) and eat them or create potions from them or whatever comes to mind.