Author Topic: FPS  (Read 15046 times)

genetransfer

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FPS
« on: August 21, 2005, 08:30:53 PM »
EDIT:not enough time to enter the comp so another one for the back burner im afraid, oh well thats what work does(other than pay the bills ) suck too much time. maybe next year.


« Last Edit: October 07, 2005, 08:38:59 PM by GENETRANSFER »

Timo

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Re: My 4E4 entry so Far
« Reply #1 on: August 22, 2005, 07:19:54 AM »
Now you've got a great texture on that pirate! The robot looks good too, though it's textures aren't perfect (but I assume it's not finnished).  :)

I thought about entering that competiton too, but then I decided not to. I've got enough work already... :P
"It me! See if I care."

Mike_Hense

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Re: My 4E4 entry so Far
« Reply #2 on: August 22, 2005, 10:57:58 AM »
yes... i thought the same thing... but since i thought the thread topic was centering on physics and ragdoll effects, i didn't say anything...

indeed,  the actor in the bottom shot looks great...

dare i say DOOM3-like  ;D

can we see some more pics of him...

--Mike

Mike_Hense

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Re: My 4E4 entry so Far
« Reply #3 on: August 23, 2005, 07:34:27 AM »
cool... scary lookin zombie dude...

at first it looked as if it was a bumpmapped texture, but on closer look, i can't really tell...

it now doesn't appear to be bumpmapped...

if it isn't, then it is definitely a prime candidate for a bumpmapping treatment... that would definitely bring it a step closer to looking like those baddies in DOOM3  ;D

 
--Mike
« Last Edit: August 23, 2005, 07:50:01 AM by Mike_Hense »

genetransfer

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Re: My 4E4 entry so Far
« Reply #4 on: August 23, 2005, 06:49:48 PM »
thanks Mike and timo, Nah its not bumpmaped,as im going to be using skeletal animation and you cant bump a skinmesh at the moment, and using motors to create all the animations i want the zombies to do would take too much time so ill be creating ragdolls runtime, based on current animation thats happpening to create a fluid transition, so with the right lighting and it will hopefully look great and being that itll be a 3rd person view the bump mapping might not add that much to it, although your so right it would be cool to get something close to doom3 visually, i hope i can make it fun as well. :)

Mike_Hense

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Re: My 4E4 entry so Far
« Reply #5 on: August 23, 2005, 08:41:42 PM »
hey Leonard... will we be able to use bumpmapping on skinnedmeshes in version 4?

(he's gonna kill me if i don't stop botherin' him  8) )

--Mike

WeirdPumpkin

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Re: My 4E4 entry so Far
« Reply #6 on: August 23, 2005, 10:08:41 PM »
hey Leonard... will we be able to use bumpmapping on skinnedmeshes in version 4?


Nah, it's probably impossible to bump-map a textured, ragdoll skinmesh with more than two limbs on a Friday. It's been mathematically proven. ;)

Developer - Fernando

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Re: My 4E4 entry so Far
« Reply #7 on: August 24, 2005, 01:52:12 AM »
WeirdPumpkin is right. Bone deformatins use all available shaders power, so you can't bump map a skinned mesh curently.

In a popular game (Halo) Microsoft used to 'attach' rigid bump mapped meshes (armour or something) to skinned characters to improve rendering quality.


Mike_Hense

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Re: My 4E4 entry so Far
« Reply #8 on: August 24, 2005, 07:25:57 AM »
k... thanks... i kinda thought that was going to be the case...   :)

--Mike

WeirdPumpkin

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Re: My 4E4 entry so Far
« Reply #9 on: August 24, 2005, 04:37:23 PM »
hey Leonard... will we be able to use bumpmapping on skinnedmeshes in version 4?


Nah, it's probably impossible to bump-map a textured, ragdoll skinmesh with more than two limbs on a Friday. It's been mathematically proven. ;)


WeirdPumpkin is right. Bone deformatins use all available shaders power, so you can't bump map a skinned mesh curently.


Er....  really?! It's true?!?! I was only kidding.. :-[ funny how it turns out to be true, and the joke blows up in my face!!  ;D