[project1dev] Re: Project1 - SVN Update 723

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 1 May 2010 14:51:32 -0700

err... the image at full size makes it look a lot more dragonlike, but the
smaller picture makes it look kinda like a giant raven sorry :P

i still like it though, its neat

On Sat, May 1, 2010 at 2:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Thats rad eric, and looking at that drawing, going w/ something that is
> more birdlike instead of reptilian / dragony is seriously cool (:
>
> It's definitely a lot less cliche too and has more depth.
>
> I'll put that up on the wiki under a concept art section.
>
> Totally awesome eric, that rules
>
>
> On Sat, May 1, 2010 at 2:43 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> its my opinion half of 3d is illusion... doesn't break anything for me :)
>> it looks great
>>
>>
>> On Sat, May 1, 2010 at 5:31 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> I'm going to break the illusion for you haha
>>>
>>> all the shader does is paint the pixels to look as though they are in
>>> fog.
>>>
>>> if you look in this screenshot you can see that when you are down in the
>>> fog, it isnt that you are actually "in fog", but that the polygons are just
>>> painted white (;
>>>
>>> kinda funny isn't it?
>>>
>>> So this would work for the overworld portion of our game, and down on the
>>> ground in first person, but you couldnt have a valley filled with fog that
>>> the player could walk into, it would totally break the illusion when the
>>> camera got into the "fog" and things didnt actually get hazy hehe
>>>
>>>
>>> On Sat, May 1, 2010 at 2:26 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>>> this looks sick
>>>>
>>>>
>>>> On Sat, May 1, 2010 at 5:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> i was playin around with makin some fog via shaders, check these out...
>>>>>
>>>>>
>>>>> On Sat, May 1, 2010 at 12:33 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> Here's some screenshots to show the shader in action.  It could use
>>>>>> some tweaks but it's just a proof of concept for one possible way of
>>>>>> rendering our terrain (it's using 3 different textures for 3 different
>>>>>> elevation zones)
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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