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Old 05 October 2023, 14:11   #781
Karlos
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I've meged everything in the misc/redesign branch back into main. Anyone relying on the zip download to test can now try it out.
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Old 05 October 2023, 19:19   #782
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Updated the engine with optional mouse inversion for those that like to play standing on their heads.
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Old 21 October 2023, 16:32   #783
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Can i have download link for latest Ab3D 2 ? I find lots of links but is hard to find the files ?!
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Old 21 October 2023, 18:21   #784
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Go to the github: https://github.com/0xABADCAFE/karlos-tkg and where the button says "<> Code" click that and then use "Download Zip" from the menu that pops up.

Extract that to your miggy, go into the Game folder and double click on "KarlosTKG" icon.
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Old 21 October 2023, 19:35   #785
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Yep, the latest stable version is always there. You'll have to get used to using git if you want to try out any of the work in progress branches.
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Old 09 November 2023, 23:05   #786
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First edit in a while

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Old 09 November 2023, 23:37   #787
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First edit in a while

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Looking good
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Old 09 November 2023, 23:58   #788
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Looking good
I think the weathered rock textures definitely suit a darker environment.
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Old 10 November 2023, 12:00   #789
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It just occurred to me that the sandy texture should be aligned with the direction of the water ripples. They move at a 45 degree angle
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Old 10 November 2023, 13:20   #790
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Minor details, but the mud/sand ripples line up with the prevailing water direction.
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Old 10 November 2023, 16:54   #791
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This looks superb! When the texture with the rivets came into view, I thought that the rivet heads looked very flat and the flat surface very bland. It took me a second to remember that this, of course, is the maximum you can get from a simple texture mapping engine. The lighting in the other bits made me forget it was still a 1st generation engine.
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Old 10 November 2023, 17:19   #792
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This looks superb! When the texture with the rivets came into view, I thought that the rivet heads looked very flat and the flat surface very bland. It took me a second to remember that this, of course, is the maximum you can get from a simple texture mapping engine.
Don't forget the 32 colour limitation as well. All walls are limited to just 32 colours from the 256 colour palette. That makes it difficult to have combined themes, like the grey bricks with rusted supports. The stone texture I am using for this whole area took me quite some time to get right - it has to fit the game palette and available shades and I didn't want the whole planet to be grey, even if the other rock texture I have does have a hint of colour, it's still very monochrome looking.

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The lighting in the other bits made me forget it was still a 1st generation engine.
Where possible, I try to use lighting configurations that will result in the "simple" shading path, e.g. the upper and lower vertices are the same brightness (walls can change brightness horizontally still). I try to keep the more complex lighting for smaller areas, like a corner with a lamp in it, that sort of thing.

A little bit of lighting goes a long way...

If anyone remembers the very first playable AB3D1 demo, you'll hopefully get the atmosphere I am trying to recreate in this area.
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Last edited by Karlos; 10 November 2023 at 17:38.
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Old 10 November 2023, 19:15   #793
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I'll have to repixel those rivets a bit. I thought I'd gotten away with it.
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Old 10 November 2023, 19:35   #794
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It feels like a dream, aliens pass by, minding their own business
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Old 10 November 2023, 20:05   #795
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It feels like a dream, aliens pass by, minding their own business
In the dev build, you can set them to passive mode.
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Old 10 November 2023, 20:40   #796
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Per level wall overrides ftw.
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Old 10 November 2023, 21:22   #797
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Per level wall overrides ftw.
these little details make all the difference
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Old 10 November 2023, 21:48   #798
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these little details make all the difference
I tweaked the wall texture so that the word "PORT" takes up the first 128x128 slot of wall_0, and there's B1 - B4 in the remaining 4 slots. However, I only managed to use 3 because of the fact that some of the other corridor bits are blue and red lit. There are still a ton of unused wall slots in B that could be overridden though.
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Old 10 November 2023, 22:05   #799
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Can you tell what's changed here?
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Old 10 November 2023, 22:06   #800
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Everything is pushed to the misc/redesign branch if anyone wants to test these in progress changes.
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