
I googled "Google Intention translator" but all I could find was Google Croatian translator. I don't mean to offend any Croatians but is that perhaps what you used? I'm confused...
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that would be so awesome on a recycle building, that had a radius of operation to some bots, you gave me a nice idea for my unity3d gameknorke wrote:Have you considerd some small animating pieces to the buildings?
IMO buildings with moving stuff like windmill or glowing sphere of CORE Fusion help make the game look alive, compared to "I am a block that sits there"-ARM Fusion. Wouldnt mind seeing more of that, spinning fans, clacking valves, pumping exhausts etc.
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http://www.youtube.com/watch?v=-7pjkJTx10A
Do not know original creator of model+script atm sorry.
clarify the obscure made up term please?scifi wrote:shadowish overlay
telepath mode on: "aoplate"clarify the obscure made up term please?
hahahahaha xDsmoth wrote:clarify the obscure made up term please?scifi wrote:shadowish overlay
Thanks. That doesn't work with an atlas the way they are using them, any prebaked shadows will present issues with a proper atlas. Not that it matters, these are still 100X better than the stolen content people so violently defend. you need in engine lighting like ao for that. bob had some good comparison shots in the ut engine a while back but yeah, he deleted the before shader shot, otherwise I would repost that.scifi wrote:Well they lack for example an ambient occlusion bake, or if you dont want ambient occlusion, just bake a ligth source into the texture.
how so? it is 2013... I have it all over the place in borderlands etc? is it another issue with the spring GL pipeline? or just the sheer potential number of things in spring?Beherith wrote:smoth, screen-space ambient occlusion is quite expensive and difficult to make look good anyway.
You're awesome. Can't waitBeherith wrote:Ill get back from vacation next week and I'll start adding them ingame!
While baked AO (per unit and on the unit) is essentially impossible without secondary UVs (which no one in their right mind would want,) I don't think it needs SSAO either.smoth wrote:Thanks. That doesn't work with an atlas the way they are using them, any prebaked shadows will present issues with a proper atlas. Not that it matters, these are still 100X better than the stolen content people so violently defend. you need in engine lighting like ao for that. bob had some good comparison shots in the ut engine a while back but yeah, he deleted the before shader shot, otherwise I would repost that.scifi wrote:Well they lack for example an ambient occlusion bake, or if you dont want ambient occlusion, just bake a ligth source into the texture.
there was some thread where a dev was fidgeting with giving us some sort ao but that died for reason I never really cared about. you could probably easliy dig it up in the forum still.. it was <3 years ago