Showoff thread
Re: Showoff thread
You guys are crazy.. Crazy AWESOME.
Re: Showoff thread
YES!
Re: Showoff thread
Whoa! Awesome!jo-shadow wrote: Above:
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Re: Showoff thread
This is awesome, I cant even move a block
Re: Showoff thread
I think I'm getting the hang of the editor. Never mind the ground, though. I was still learning and didn't know how easy it was.
Phillip, you've earned some <3.
Phillip, you've earned some <3.
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Re: Showoff thread
Nice Nuky, but you share too much love for men :l
Re: Showoff thread
=( ...
Wait, wasn't objects supposed to cast shadows by now?
Wait, wasn't objects supposed to cast shadows by now?
Re: Showoff thread
Objects can cast shadows, but not on each other yet. Object-terrain shadows may be disabled in the alpha for some reason; there is not really a good interface to calculate them yet. Soon we will have buttons or something to do that
Re: Showoff thread
Oooo, buttons.
Alrighty, that explains it.
Alrighty, that explains it.
Re: Showoff thread
Been messing around with custom Heightmaps, seeing what looks good (organic shapes) and what doesn't (hard edges, extreme slopes)
I wanted to try and make a huge hole for testing out the full range of slopes, and how the current rabbot physics would handle on them, as well as how high a height map could be. the heightmap looks like this: Jumping in and around the hole I noticed a cool thing: http://jo-shadow.com/Public/Johannes/Mo ... le_Map.mp4
By angling my jump right and providing constant circular motion I could 'stick' to the walls. Ahh physics.
(yes I was lazy and just kept the desert color map)
I wanted to try and make a huge hole for testing out the full range of slopes, and how the current rabbot physics would handle on them, as well as how high a height map could be. the heightmap looks like this: Jumping in and around the hole I noticed a cool thing: http://jo-shadow.com/Public/Johannes/Mo ... le_Map.mp4
By angling my jump right and providing constant circular motion I could 'stick' to the walls. Ahh physics.
(yes I was lazy and just kept the desert color map)
Last edited by Johannes on Fri Jan 30, 2009 1:07 pm, edited 1 time in total.
Re: Showoff thread
that's hot
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- Gramps, Jr.
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Re: Showoff thread
That's not sticking, that's surfing. Source engine style.
Good to see you can do that in OG as well. I can't wait for surfing levels.
Oh, and you can grab the terrain as well as objects, I've found. So you can use the grab key (Right-click) to climb your way up the walls.
Good to see you can do that in OG as well. I can't wait for surfing levels.
Oh, and you can grab the terrain as well as objects, I've found. So you can use the grab key (Right-click) to climb your way up the walls.
Re: Showoff thread
Okay, now that is nice!
Climbing walls, too?
Oohh, yeaah! *does a little victory dance*
Climbing walls, too?
Oohh, yeaah! *does a little victory dance*
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Re: Showoff thread
how do you insert your custom heightmaps? I've been poking around the alpha and nothing's jumped out
Re: Showoff thread
You can edit the heightmap used by the default level that loads when you start up OG:VerdantPlanes wrote:how do you insert your custom heightmaps? I've been poking around the alpha and nothing's jumped out
Data/Textures/Terrain/ProcDesert/ProcDesert_hm.png
it is a 16bit B/W image, so to edit it it's best to use Photoshop or another program capable of 16bit per channel editing.
More elegantly, you could change the pointer in the level file found in:
Data/Levels/basic_blocks.xml
Open the file with a text editor. you'll see various XML tags, the first one concerns the Terrain:
Code: Select all
<Terrain>
<Heightmap>Data/Textures/Terrain/ProcDesert/ProcDesert_hm.png</Heightmap>
<DetailMap>Data/Textures/ground_normal.tga</DetailMap>
<NormalMap>Data/Textures/Terrain/ProcDesert/ProcDesert_n.tga</NormalMap>
<ColorMap>Data/Textures/Terrain/ProcDesert/ProcDesert_c.tga</ColorMap>
</Terrain>
- Detailmap is the texture you see when you look really closely at the ground. it's a tga
- Normal map doesn't seem to be necessary, as I can't find the file anywhere.
- Color map is the absolute color of the terrain, without any shading. basically what it would be in completely flat white light. when shadows and highlites are baked on, the engine uses this as its base. it's also a tga.
I don't know if the engine can take other image formats, but to be safe make sure to save whatever files as the format described above.
As a side note: there are only two textures that you need for a map to work: the color map, and the height map. in this case it's "ProcDesert_c.tga" (color) and "ProcDesert_hm.png" (height).
all the other textures are either generated based on these two on startup, or cache files of the originals.
If you change the Heightmap I have found that sometimes it doesn't re-generate the baked texture, so to be sure I always delete all the files except "..._hm" and "..._c" after an edit.