I’m learning as I go, as I never really delved into graphics or shaders. Most likely, I’ll consolidate some of the functionalities currently on the CPU to shaders.
Looks like MaterialEffects/Textures/checkers-lightmap.png is missing, which is used in MaterialEffects/Materials/sphLightMapMat.xml. There are checkers-lightmap001.png and checkers-lightmap002.png though.
And in MaterialEffects/Level1.xml, the material is redMat.xml, but the actual file name is RedMat.xml.
And some paths are hard coded, e.g., loading the Level1.xml.
@suncaller good to hear. @slapin you’re welcome, I doubt I’ll write scripts for the things that I do - it’s too much work but perhaps someone else can. @yushli1 ok, changed the absolute path.
Update: completed the glsl/hlsl water shaders. There are two versions: 1) WaterDiff - reflective/refractive w/ bump and diff texture, 2) WaterDiffAlpha - same as 1 but w/ alpha.
Also added watersplash(ripple) when char is in run anim - edit:fixed.
Great minds think alike , as I was just looking into doing that. I haven’t used the packer tool yet, but just from looking at the code I might have to extend the options to make it easier load ~100 input files.
I took some time to rewrite the packer tool and was able to pack the explosion sequence images into a single file w/o any problems, see below. However, eventhough it’s just a straight copy, closer look of the result images show pixelation, see img 2.
This is not going to work.
Img 1
Img 2
Edit: discovered that saving the image as JPG w/ quality = 100 preserved the quality and results in no pixelation.