Search found 30 matches

by Spiney
Sat Sep 13, 2014 7:10 pm UTC
Forum: Community Development
Topic: Particle Effects
Replies: 15
Views: 22873

Particle Effects

It's simply a snapshot of how far I got so far, so expect things to break, look ugly and be inefficient. I also noticed some colors of the weapon effects have changed between Unv/Trem, since this is mostly a port atm it'll have the Trem colors, but I don't think of it as a big deal myself. I could c...
by Spiney
Sat Sep 13, 2014 12:12 am UTC
Forum: Community Development
Topic: Heat haze
Replies: 2
Views: 7222

Re: Heat haze

Yeah, a strength factor which can be faded in and out is essentially what I want.
I'll look into the crunch thing after I get the first pass of particles done.

by Spiney
Fri Sep 12, 2014 9:09 pm UTC
Forum: Community Development
Topic: Fire decals
Replies: 2
Views: 7485

Fire decals

I've made huge improvements to the fire particles. The residual flames from the flamer still look odd because of the black decal below it. Something I want to do is to have a custom decal for fire. The first 16 frames are a loop, the second 16 frames the fade out animation at the end of the lifetime...
by Spiney
Fri Sep 12, 2014 8:42 pm UTC
Forum: Community Development
Topic: Heat haze
Replies: 2
Views: 7222

Heat haze

Was trying out the heat haze whilst working on the particles.
I wanted to take a look at the image but I don't know how to open crunch files.
I noticed there doesn't seem to be any fade out, I know fading normals/dudv is tricky but is it possible to animate or fade the image?

by Spiney
Fri Sep 12, 2014 8:36 pm UTC
Forum: Community Development
Topic: Logo
Replies: 5
Views: 10109

Re: Logo

Particles are coming along, but RL is preventing me from having a lot of time.
I'll see if I can upload my current progress tomorrow, I'll also provide the sources for this logo then.

by Spiney
Thu Sep 11, 2014 11:58 pm UTC
Forum: Community Development
Topic: Logo
Replies: 5
Views: 10109

Logo

Not sure if one is needed, but it was fun C:

Image

by Spiney
Mon Sep 08, 2014 12:05 pm UTC
Forum: Level Design
Topic: About directional lightmapping ...
Replies: 1
Views: 3787

About directional lightmapping ...

So the game does normal mapping on map geometry by storing the direction of the incoming light. One of the issues with storing a single light vector is that you have to work with averages when dealing with overlapping lights. This creates some strange behavior in cases where there's a sudden change ...
by Spiney
Mon Sep 08, 2014 8:47 am UTC
Forum: Community Development
Topic: Creep Texture
Replies: 4
Views: 8118

Re: Creep Texture

Is the lighting of decals a planned feature?

by Spiney
Sun Sep 07, 2014 10:55 pm UTC
Forum: Community Development
Topic: Creep Texture
Replies: 4
Views: 8118

Creep Texture

1024px² handpainted.
Looks best if the shader does the alpha blend thing (like in Trem).

http://files.acidtu.be/unv/particles_0. ... /creep.tga

Image
ugly preview (looks better ingame)

by Spiney
Mon Aug 18, 2014 8:41 pm UTC
Forum: Ideas & Suggestions
Topic: Surface Types
Replies: 3
Views: 3875

Re: Surface Types

Viech wrote:

All in all, this is a lot of work and requires a sound and a particle effects designer who'd be willing to tackle it.

I'm your man.