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Typical crap from me

 
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Jan 19, 2006 2:16 pm    Post subject: Typical crap from me Reply with quote



Why does this tunnel lead nowhere? Because it's to be used as a infinite scrolling background. I just need to play with the falloff on the pink lights to get rid of the ugly sudden stop along the ceilings. (AKA, The crap you don't notice until your editing your post to point it out for everyone. Embarassed)

--fixed--
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mappy
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Joined: 18 Aug 2005
Posts: 340
Location: France

PostPosted: Thu Jan 19, 2006 8:02 pm    Post subject: Reply with quote

Nice colored crap Cool

How do you get that shiny effect on the banisters ?

OL.
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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Thu Jan 19, 2006 8:05 pm    Post subject: Reply with quote

The blue thing again Very Happy (must be your favorite shade Wink).

Dave
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Jeroen
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PostPosted: Thu Jan 19, 2006 8:51 pm    Post subject: Reply with quote

I like your style. It immediately identifies who made that scene. Smile
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Daaark
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Location: Ottawa, Canada

PostPosted: Thu Jan 19, 2006 9:14 pm    Post subject: Reply with quote

Jeroen wrote:
I like your style. It immediately identifies who made that scene. Smile
It's called 32 huge light meshes in a tiny space. Confused No wonder I'm feeling blue. Wink

The idea was based on this: I had the railings already, but I liked the over arched over hang things, so I borrowed the idea. Then I added the structure around it.
CLICKY

Here it what it looks like in use. ~256 polygons rendered 4 times.


Mappy, I get that effect by using a simple gradient texture for curved surfaces. You need to shade your textures too.

Here it is:
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mappy
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Joined: 18 Aug 2005
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PostPosted: Thu Jan 19, 2006 9:25 pm    Post subject: Reply with quote

Vampyre_Dark wrote:

Mappy, I get that effect by using a simple gradient texture for curved surfaces. You need to shade your textures too.


Thanks !

The new picture "in use" is very nice.

OL.
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Jeroen
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PostPosted: Thu Jan 19, 2006 9:48 pm    Post subject: Reply with quote

Vampyre_Dark wrote:

Mappy, I get that effect by using a simple gradient texture for curved surfaces. You need to shade your textures too.

Here it is:


I very much like that technique! It would be great to see it end up in a tutorial of some kind. Wink
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Daaark
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PostPosted: Thu Jan 19, 2006 10:08 pm    Post subject: Reply with quote

It's not really a technique. It's just a cube with a curved gradient mapped on it. That's what textures are for. You also need to shade your base textures too, otherwise the lightmaps won't do you much good.
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trucker2000
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Joined: 11 May 2005
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Location: Sacramento, California

PostPosted: Fri Jan 20, 2006 12:51 am    Post subject: Reply with quote

That looks great.
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Paul-Jan
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PostPosted: Fri Jan 20, 2006 6:26 am    Post subject: Reply with quote

Nice! I'll bet you can get great framerates with this repeated geometry! (assuming your rendering engine has good handling for loads of different textures).
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Daaark
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Joined: 01 Sep 2004
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Location: Ottawa, Canada

PostPosted: Fri Jan 20, 2006 4:14 pm    Post subject: Reply with quote

Paul-Jan wrote:
Nice! I'll bet you can get great framerates with this repeated geometry! (assuming your rendering engine has good handling for loads of different textures).
I pretty much just render it 4 times brute force with my old dqm renderer. No clue what my fps is on vsync it's always 59.99999999999999999999999999999999999999999999999999999 Wink

I'd like to move over to vertex arrays though.
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afecelis
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Joined: 08 Aug 2004
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Location: Colombia

PostPosted: Mon Jan 23, 2006 12:41 pm    Post subject: Reply with quote

Looks great VD! Wink It reminds a bit of that UT2003 level where you play on the last roof of some skyscrapers and it's got many neon lights aroung with similar color tones.

Besides that it's an interesting metaphore of a bridge to infinity! Very Happy
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Daaark
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PostPosted: Mon Jan 23, 2006 10:14 pm    Post subject: Reply with quote

afecelis wrote:
Besides that it's an interesting metaphore of a bridge to infinity! Very Happy
It's a puzzle game. I wanted 3d backgrounds, but skyboxes or boxed in 3d levels that rotated a bit either looked bland or could make people who don't like 3d game dizzy. So I came up wiith the tunnel idea.
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handless
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Joined: 11 Jan 2005
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PostPosted: Wed Jan 25, 2006 2:32 am    Post subject: Reply with quote

Wow, thats pretty cool lookin. What kind of puzzle game?
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Jan 25, 2006 5:44 am    Post subject: Reply with quote

handless wrote:
Wow, thats pretty cool lookin. What kind of puzzle game?
Line up floating objects to match 3 or more.
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