Pyrian on 20/12/2018 at 08:57
Thanks. No, it would be kind of funny, and the style definitely reflects that root (my primary inspiration was Lunatic Fringe), and the color limitations of GIF reinforce it (will that EVER go away FFS) but these are rendered 3d models (in this case freebies from Ebal Studios). ...Too much work just to make things look worse, lol...
Pyrian on 29/12/2018 at 06:10
Added "running lights" to the freighter. Navigational lights, anti-collision beacon, anti-collision strobes, and hazard beacons. Based mostly on jetliner regulations, with additional hazard lights.
(
https://imgur.com/fdm9H7D)
Inline Image:
http://i.imgur.com/fdm9H7D.gif...Not entirely thrilled with the results, but making them proper real-time blooming cone lights would be, err, painful. Also, this sort of detailing is probably why I don't actually
finish projects very often.
Pyrian on 30/12/2018 at 08:41
Today I learned that posting GIFs to Facebook works a LOT better if you use 512x512 vs say 500x500.
Renzatic on 13/1/2019 at 04:12
: pours out a 40 :
Godspeed, freighter.
demagogue on 13/1/2019 at 07:40
You or someone should do an old style shooting gallery game that tells a story through the elements coming out, backdrop changes, & some narration.
Renzatic on 13/1/2019 at 19:24
After multiple attempts trying to pull off a flat shaded, comic style look with a more realistic structure, I've finally come to the conclusion that I'm not gonna be able to achieve the results I want without getting my hands dirty.
(
https://polycount.com/discussion/151043/low-poly-forest-scene-handpainted) It all started when I saw this. I want to be able to do that, but I have absolutely no practice in doing handpainted textures.
So I've decided to do a one-a-day challenge to hone muh skillz. No matter how badly it turns out, I have to finish one texture a day. So after pouring over tutorial after tutorial, video after video, I finally committed to the attempt. It's actually kinda fun, watching me improve a little bit at a time.
To catch everyone up. Here's Days 1 -3.
Day 1. It's, uh, it's pretty crap. But hey.
[ATTACH=CONFIG]2524[/ATTACH]
Day 2. I'm not worrying about tiling or anything like that yet. I just want to see what I can do. Still not great, but the couple-three hours I spent previously did help me shade my stones better.
[ATTACH=CONFIG]2525[/ATTACH]
Day 3. Still pretty rough, but I made an almost passable wood texture.
[ATTACH=CONFIG]2526[/ATTACH]
Tonight, I do Day 4. I'll post it up when I'm done.
Renzatic on 14/1/2019 at 02:50
Day 4. It's supposed to be a janked up wood shingled roof. Might've made it a bit too barkish looking.
[ATTACH=CONFIG]2527[/ATTACH]
Renzatic on 14/1/2019 at 02:59
Yeah, that'll be coming later. Right now, I'm all about simply learning to paint them.
Pyrian on 14/1/2019 at 05:33
Cool stuff, Renz. Any plans to do normal maps for those?
I added a bit more initial debris based on a suggestion from NV on the TTLG discord. Also fixed a bug which cut the freighter explosion to half it's running time. This is what it looks like in slowmo:
(
https://imgur.com/pZ4PqFO)
Inline Image:
https://i.imgur.com/pZ4PqFO.gif...Slowmo let's you see it TOO well, lol.
Obnoxious stuff: The freighter is mostly below the plane of gameplay so that the turrets can be close to the plane. But the "chunks" need to be centered on the plane of gameplay (because they rotate on all axes), so the whole thing comes up a bit when it's destroyed, which looks like it's jumping up the screen (since the camera is at an angle). Not really noticeable in full speed...
The slowmo did let me spot (and fix) a bug. If you compare, the earlier GIF has the explosion ending too abruptly instead of fading out. I didn't notice until I had it in slowmo. Turns out, I was deactivating the underlying object a hard-coded 0.5 seconds in, but the particles were set to last up to 1 second. I had to make that lifetime an Inspector parameter.
Anyway, it's high time I got this freighter actually under attack by hostile fighters...