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Re: Irrlicht Port
Posted: Sat Sep 06, 2014 1:27 pm
by juanjp600
risingstar64 wrote:The model is actually probably ok. The reason it looks bad when flipped over is because the polygons that compose the straps are single sided, since in containment breach they are only ever viewed from one side anyway. I am away from my machine right now but if anybody is up to it it should only take a few seconds to select the polygons that compose the mask's straps, clone them, and flip their normals. If not, I will hop on and do it in the morning

I imagined that wouldn't look too good either, but it actually turned out pretty well. Still, it looks kinda "flat":
I may be able to change that myself, but I can't promise anything.
Re: Irrlicht Port
Posted: Sat Sep 06, 2014 2:37 pm
by risingstar64
juanjpro wrote:I imagined that wouldn't look too good either, but it actually turned out pretty well. Still, it looks kinda "flat":
[image]
I may be able to change that myself, but I can't promise anything.
I see what you're saying. With the polygons that you effectively made double sided it definitely looks much better, but since it wasn't designed to be viewed from that angle it still feels like it is lacking some detail. Honestly I wouldn't worry about this sort of thing beyond the effort you already put in until later down the line (or until a dedicated modeler offers to do it) just because it feels like a low priority concern in the scope of this port.
Re: Irrlicht Port
Posted: Tue Sep 09, 2014 6:20 pm
by AlicornPureSparky
juanjpro wrote:I imagined that wouldn't look too good either, but it actually turned out pretty well. Still, it looks kinda "flat":
I may be able to change that myself, but I can't promise anything.
A little late but. I actually like it. You did good.

Re: Irrlicht Port
Posted: Tue Sep 09, 2014 9:41 pm
by juanjp600
I'm writing new normal mapping shaders, just to have GLSL instead of ARB. The ARB shader seems to be a bit broken after I changed it, and ARB is too difficult for me to bother with.
After several hours of reading and trying several implementations of the effect, I'm finally achieving something. Hopefully it doesn't break too easily.
Edit: I implemented specular mapping:
Re: Irrlicht Port
Posted: Sat Sep 13, 2014 11:06 am
by Skin_
Disco time!
Re: Irrlicht Port
Posted: Sat Sep 13, 2014 4:17 pm
by AlicornPureSparky
The shininess on 173 reminds me of something gross. Don't know if thats a good thing..
Re: Irrlicht Port
Posted: Sat Sep 13, 2014 6:55 pm
by Prune
juanjpro wrote:I'm writing new normal mapping shaders, just to have GLSL instead of ARB. The ARB shader seems to be a bit broken after I changed it, and ARB is too difficult for me to bother with.
After several hours of reading and trying several implementations of the effect, I'm finally achieving something. Hopefully it doesn't break too easily.
Edit: I implemented specular mapping:
Thank God for this. Now I can walk down a corridor without nearly bumping into into pitch-black MTF. Will you be releasing early builds of this for play-testing?
Re: Irrlicht Port
Posted: Sat Sep 13, 2014 7:05 pm
by juanjp600
Prune wrote:Thank God for this. Now I can walk down a corridor without nearly bumping into into pitch-black MTF. Will you be releasing early builds of this for play-testing?
I already released something a few posts back, it includes an executable that might work. Check the OP if you want to find it easily.
Re: Irrlicht Port
Posted: Sun Sep 14, 2014 5:02 pm
by Feguelion
I tested the executable and it is looking good so far! However, is it normal that SCP-173 is stuck inside the wall in the beginning and is shaking in place?
Re: Irrlicht Port
Posted: Sun Sep 14, 2014 6:43 pm
by juanjp600
Feguelion wrote:I tested the executable and it is looking good so far! However, is it normal that SCP-173 is stuck inside the wall in the beginning and is shaking in place?
Yeah, I forgot to move it out of there for the release.
I'm writing an RMesh importer, hopefully I'll have it ready soon. Once it's done I'll release an update.