Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Hrolf

#1
You might find this useful - full source here.
#2
News / Re: Happy Birthday!
July 20, 2012, 09:42:22 PM
Happy birthday jPCT!
#3
Support / Re: Objects alignment problem
July 20, 2012, 03:21:07 AM
Looks to me like you're not building and/or aligning your chunks properly.
If you put alignment markers (eg small cubes) in the corners of your chunks it'd be easier to find the problem.
#4
More grass! More trees! Yaay!
#5
Quote from: fireside on May 24, 2012, 11:31:00 PM
I'm not really the best at texturing.  I'll do it if someone else doesn't.  I need the practice, surely.
Nice models, but hey, you need to bite the bullet and texture them up!
I tend to go the other way round and build the model from the texture, ie create a unit-sized plane, texture it with the object skin, then cut out the bit I'm working on (wall, door, window &c) and stitch it into the model. This way I can build models from pre-textured pieces where the UVs all match up.
It's just a pity I'm so bad at it!
#6
Nice! I've missed this.
#7
Support / Re: uv-coordinates HELP?
March 18, 2012, 04:02:18 AM
Texture bleed. The best answer I've found is to tweak the uv coords from say 0,0 - 0.5,0.5 to 0.05,0.05 - 0.495,0.495 - not so pretty.
Unless memory or latency are really important issues it would be much better to simply use one texture per surface.
On a PC you can easily have 10s or even 100s of 256x256 textures without a problem, Android - maybe just 10s.
#8
Support / Re: uv-coordinates HELP?
March 18, 2012, 03:19:29 AM
I think you need to do a test case: remove all the walls except the back wall and set the uv co-ords to 0,0 - 1,1. This will show you the texture orientation for just that wall. Get that right then adjust the uv co-ords so that wall looks like you want it to. Rinse and repeat for the other walls.
A trick I've used before is to put temporary marks on the texture ('up', 'left', etc) so I can understand what's actually happening.
#9
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!
#10
IIRC negative vertex indices are used to allow grouping in obj files. The indices refer back up the vertex list at that point in the file.

v  0 0 0
v  1 0 0
v  1 1 0

g mesh1
f -3// -2// -1//

v  0 0 1
v  1 0 1
v  1 1 1

g mesh2
f -3// -2// -1//


is the same as;

v  0 0 0
v  1 0 0
v  1 1 0

g mesh1
f 1// 2// 3//

v  0 0 1
v  1 0 1
v  1 1 1

g mesh2
f 4// 5// 6//



#11
Sweet!
#12
Much better scale - that's what I wanted! I'd knock a few strands out to make it look more old and ragged though, it's a bit too 'perfect' as it is... ...or am I just being a perfectionist?!  ;D
Thinking about it, it's not right! What are those radial strands attached to? It should look more like this: (but better).
#13
Oo! It's starting to look like Skyrim! That cobweb texture is way too loose though - it looks out of scale. I can easily fix the poly/tex thing for animation - should I add a few more polys to it for the animation or is 2 polys OK? Can anyone find a better texture? @Fireside: fancy a go? I'm no artist!
I do think that the corner shadows help to take away that pixelated line, but as fireside says, darkening the edges (or all) of the floor texture would do the same job without the need for those extra transparent polys.
#14
I've played truant to have some fun instead! Besides the cobwebs I've made an L-shaped shadow to sit in the corners between the tiles and the walls/ceilings. The shadows look a bit dark here but the idea was to use setTransparency() to get them looking right. Maybe that cobweb texture could be improved also...
Models are here.
#15
Hmm... Roof beams aren't that dungeon-like!
I'm all over the place just now (god damn PHP!) but give me a day or two and I'll try to do a 'corner softener' which should work anywhere...
I haven't forgotten the cobwebs either!