I had a hunting trip the last few days and that should be the last of my off duty time for ME 2 for a while. I went to New York for my main job for 3 days. Caught the flu then had a hunting trip I would not dare miss. Got one spike I would post the pictures but the skinning pics might gross some out =)… Good cheap food I guess… if you take out the weapons / lease / etc lol… good family time none the less. I will post more tomorrow when I get work time. Unpacking now.
Have a great rest of the weekend all!
I had a business trip for my main job the past 4 days in nyc sooo not to much got done however I am back at it ;)..I will post as I go 😉
Running around the non polished level 1 now!.. I will add much more before launch but you never want to go to far one direction in a new engine. This way if you find out you simply cannot do something you do not loose a ton of time. So now it is time to start with Unity and their Nav mesh systems. Definitely not my first rodeo there. I favor nav meshes of A* AI any day of the week.
Excited that Mission Europa 1 has finally been approved. Necromancer rising is still in review.
Here I am running around level 1 just outside the pit or shaft =)
Let me know if there are any problems!
Level zero coming along! =)
A little more tweaking and colored verticies. Somethings up with my jpg converter its coming out to blue here as opposed to in engione
A boon for the ice shader… See how the hill fades automatically to the snow at the base! ..That saves me texturing and painting all objects to fade them =)
Well we needed a better looking ice so I altered it while making the level =-)
All done for now.. Now to create the level =)…
Here are some in editor shots of the shader… the more vertical the normal (worldspace) the more snow.. the less more ice.
I had to get down to the most low level area of the shader (just above assembly). However, I now know the connections to Unity and CG shader language pretty fluently. It is really about knowing the fundamentals of how games work, Vector Math, Matrix Math, The concepts of lighting etc. Then you just have to find the knobs and switches. Things do not change much they just get easier to debug and access at higher levels. The biggest change has been the programmable pipeline for vertex and fragment shaders. However, this change just moved what you were doing on the cpu to the gpu… Again you just had to learn how the knobs and buttons turned and were pushed ;)…
I ll post when I finally finish the shader. Then I will finish the level with the pieces and not the Unity terrain system.
ICE SHADER DONE =)…Just playing with sliders there… Back to making the level! =)… I am not going to use Unity and its terrain engine it just looks to generic =).. More later!
Well I was hoping unities default surface shader items would cover a good spec map but I had to implement my own since I am blending textures. A little messed up right now but I should have it soon =) as seen above something not right with the specular
Not sure I like this result but still looking… it does look like time hardened ice and snow… Thats the look I want…. probably leaving it there for now.