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#221 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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I'm currently working on adding some more verticality to the level. The ludicrous discohall behind the blue door is getting moved down a shaft and I would like to try and alter it to be a bit more like system purge from AB3D1 if possible. Just a section, as a homage.
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#222 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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I'm embarrassed to admit this, but I've only just realised that the upper and lower wall brightness offset tools actually work. Independent from point brightness, you can bias a wall brighter or darker. Previously trying to do anything with this control always crashed the editor, but if the zone is preselected from a previous tool, it works.
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#223 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,059
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Quote:
Regarding the texture slots, that's for the entire game? Or per level? In Grind the latest level I made f.e. had 24 textures (64x64px - gets pixel doubled vertically). This includes 'dark' versions, but I'm hand picking them selectively to get more actual designs and wall variants in (like f.e. a dark variant might not be the same design as the full lit counterpart, or I might include less dark variants overall, in favor of other texture types). Other than that, the number of total 'slots' (per level) also varies, depending on the level/map data + assets (enemies, anims and such) used in the level. So it can be much lower (or much higher). Something I found out btw to increase my texture options (and up the detail at the same time) was blending textures together. And by that I mean either have textures consisting of more than a single material or have them with extra structural parts (like columns and beams or other details) that can also be reused alone/separately. That way you can upgrade the complexity you see per scene, without having to always rely on extra geometry just to increase the detail. Plus it's an upgrade on color as well (usually strict, monochromatic corridors are rarely interesting or appealing), cause the more ranges from the palette the player sees, the easier is to mask that he's looking at 32 or (in my case) just 16 colors. In regards to floor tiles, given we currently have zero floor/ceiling texturing, even 16 slots would be a massive improvement ![]() Of course if you can override this limitation it's even better. Another thing you could try perhaps would be a palette shift per level, given you can map the floors to it's own subpalette. Using different colors is often more important than the tile design itself to vastly alter the feel of floor/ceilings and add variety. Something else I'd like to ask. I've noticed that the source tileset atlas uses more colors than 32. I assume there is some conversion process going on to get the textures in-game? |
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#224 | ||
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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#225 | ||||
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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#226 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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The worst bug is that trying to remove a control point that has links just bombs the editor with an "illegal function" dialogue. I assume the intention was that the operation would just remove the links first and then remove the control point. The move control point tool has the same issue.
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#227 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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Fake as it is, a bit of colour goes a long way...
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#228 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,059
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Quote:
![]() The reason I was asking about a possible texture conversion going on was that from snapshots I've compared, some textures in-game seem to miss color detail and have less color bands included vs the ones in the atlas. I'm not sure if this is due to light conditions though and how that affects texturing. f.e. if you're using the same hexagonal tile in this snapshot as the one in atlas : https://eab.abime.net/attachment.php...7&d=1683326539 it seems it has lost a lot of color detail. That's awesome! ![]() |
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#229 | |||
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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#230 | ||
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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#231 | ||
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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#232 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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Pushed some more changes to the retexturing branch for level C, if anyone wants to test it. The first corridor on the left that led to the blue key door is now behind a touch door to separate out the visual style a bit. There is some experimental lighting animation for it too, seems to work pretty well.
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#233 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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Done messing with C for the moment as I'm neglecting the task at hand, which is to "deconaminate" the levels of the old hullmetal and stone step textures. I will come back to trying to make this level sensible at some point in future.
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#234 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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Half way through replacing deprecated textures in level J. There shouldn't be any bright green grids in levels A-I by now.
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#235 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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Quote:
![]() you have to use a .hdf and it needs to write a bunch of stuff to the boot partition ugh... ended up just making a 20mb vanilla 3.1 .hdf and installed it to that. now need to setup the numerus extensions that are required ![]() all good fun ![]() |
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#236 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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#237 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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#238 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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There's a PVS glitch in my Arena level which I'm classing as an engine but for now but it's more likely a clips generation bug in leveled. I haven't fixed it as it's more of a visual annoyance than anything. You'll know it when you see it.
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#239 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,545
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#240 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,059
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Quote:
Do you know how lighting works in general? Is it real-time or baked in? And if it's real-time, does the total color count per texture fluctuates or stays the same? |
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