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Socoder -> Off Topic -> Mog's FPS Progress

Sun, 03 Feb 2013, 02:20
Mog
what do you guys think?

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I am Busy Mongoose - My Website

Dev PC: AMD 8150-FX, 16gb Ram, GeForce GTX 680 2gb

Current Project: Pyroxene
Sun, 03 Feb 2013, 02:20
Jayenkai
Battle of the Valley of the Giant Slugs!!!
(j/k!)

Looking nice!

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Sun, 03 Feb 2013, 03:37
Afr0
Is there any way to reduce texture stretching on those rocks? You could try using multiple textures, but then you'd have to seamlessly blend them. Maybe you could scale up the texture used.

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Sun, 03 Feb 2013, 18:13
Mog
They're pretty lazily textured, and actually have detail mapping on them

-=-=-
I am Busy Mongoose - My Website

Dev PC: AMD 8150-FX, 16gb Ram, GeForce GTX 680 2gb

Current Project: Pyroxene
Sun, 03 Feb 2013, 19:55
Mog
Oh god!

Working on Bone animations and realized I screwed up- Word of advice: When dealing with bones and meshes tied to them, do not ever modify the mesh structure- hilarious/scary results will happen. Look at this fellow:



-=-=-
I am Busy Mongoose - My Website

Dev PC: AMD 8150-FX, 16gb Ram, GeForce GTX 680 2gb

Current Project: Pyroxene
Mon, 04 Feb 2013, 01:34
Afr0
I can tell you right now, bones are a pain in the ass. I've been trying to resolve the bone structure in TSO skeletons for half a year without success.
I think the reason I'm not getting it right though is cos they were made for a left-handed coordinate system, where as XNA is right-handed.

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Mon, 04 Feb 2013, 02:21
Jayenkai
Giant Slugs AND Leg Zombies!!! Fuck!! This is the scariest game EVER!!!!

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Mon, 04 Feb 2013, 03:32
Afr0
The only good thing about skeletons/bones is that they make animation easier (though 3D animation is still insanely difficult), as well as positioning (all you have to do is position the root bone).

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Mon, 04 Feb 2013, 15:47
Erebel55
Love FPS, good luck