Random projects shots


#63

Added multiplayer emblems:

@smellymumbler

Here is the code for the LitSolid.hlsl shader. Make sure you are using forward rendering otherwise this will not work.

// Get material diffuse albedo
    #ifdef DIFFMAP
        float4 diffInput = Sample2D(DiffMap, iTexCoord.xy);
        #ifdef ALPHAMASK
            if (diffInput.a < 0.5)
                discard;
        #endif
		float4 diffColor = cMatDiffColor * diffInput;
				#ifdef CHANGECOLOR		
                               // Removed this code becuase you don't need this part.
				#endif
				#ifdef DETAILNOCOLORCHANGE		
					float4 detail = Sample2D(detailMap, iTexCoord.xy * 32.0f);
					diffColor = cMatDiffColor * Multiply(diffInput , detail);	

				#endif
    #else
        float4 diffColor = cMatDiffColor;
    #endif

Put this in your material file:
<shader psdefines= "DetailNoColorChange" />


#65


#66

@zedraken

Are you using HDR?


#67

No, I do not use HDR. In fact, I have never used it and may be I should look out at what it is exactly and how can I set it up.
If you have already used HDR in images, I can be interested to have your feedback.
Thanks!


#68

I’ve used HDR in Urho3d, but not hdr images such as an hdr skybox.


#69

Know HDRI Haven if you do.


#70

Love that site. It’s great


#71

#72


#73

Fixed HDR greyout effect. Also added a cheap shield effect. It’s hard to see it animate in a picture though.


#74

Just finished my navmesh based pathfinding system. I currently gave up on Recast because it handles things very strangely.Also i ran into problems every time i rebuild recast navmesh the detour crowd becomes invalid (the internal crowd_ pointer is null for some reason.) So i picked up my clunky navigation , polished it and this is what i have so far.

The purple line is the path , the red lines are the bounding edges.Works so far , i tried it with very complex zig-zaggy mesh and always worked flawlessly. Some diferences between Recast an mine :

  • Works on XZ plane. No slopes and other unrealistic crap. The pathfinding is done in 3d but the final Y is decided by the level geometry not the navmesh.
  • Automatically picks the closest layer to the character feet. With Recast i had some issues if the enemy is slightly above the navmesh it just doesn’t work anymore (probably i miss some setting)
  • I use the real mesh when i build the nav mesh and keep the distance from walls corners by pushing the path points towards normals using the NPC/ Character radius. As i see Recast does this totally the opposite. Builds the navmesh by pushing the navmesh points using the radius. This could led to a problem if the mesh has narrow paths the navmesh is not built (no enough space). Both solutions lead to the same pitfall except in my version i have full controll what happens if the NPC is off navmesh.

So all in all if i can’t get the steering working properly i will most likely return to Recast but i just want to try something new. :smiley:


#75

We should also consider updating the Recast/Detour library to the latest (stable) build which could have useful bug fixes and improvements. I (might be wrong but I) suspect it hasn’t been updated in a while. Might be more efficient than reinventing the wheel.
It’s cool though that you have know-how to write your own pathfinding system :+1:.


#76

So your saying I should use your project lol.


#77

Haha . The “project” (if we can even call it that) , is far from usable. The pathfinding works nicely but still struggling with realistic path smoothing and collision avoidance…


#78

Ah I see. Smoke and Mirrors.


#79


Play as the bogeyman from SilentHill.


#80

Working on Masterchief vs. Bogeyman? :wink:


#81

LOL. No just a bunch of character demos.