LongyII
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Uploader Comments (z4g0VGC)
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All Comments (11)
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Very cool man! V Cool!
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Nice game!... Look like Quake 4!!!
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How did you the blur effect? it's Awesome!
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thanks ;)
btw that was only B3D, except the ODE dll as physics engine.
Is only a bunch of normalmaps, lightmaps & a lot of cubemaps.
the torch fx is a blurred black cylinder in front of camera :P
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Hi!
Fantastic work! You really pushed b3d to the limit with this one :)
You had me fooled there believing you were using some sort of wrapped external 3d engine. Then to my surprise i read you're only using native b3d mapping techniques.
But I don't understand, doesn't b3d only support 2 channels mapping...0 and 1?
If you are using diffuse, lightmap and normal maps...That's 3. Please tell me how to squeeze 3 into 2! xD
mariobyb 3 years ago
tnx!
in mesh file .b3d you can put 8 texture layer with different alpha, blend & fx.
yes.. blitz3D support only 2 UV map set.. but are enougth: one for lightmap, and other for textures: Normalmaps have the same UV of diffuse (or normalized with texture scale/move).. and Cube/Sphere maps don't needs it at all)
z4g0VGC 3 years ago
That's interesting! What about dynamic shadows of the monsters? How did you implement them?
GDL0707 3 years ago
its a secret... XD
mm no... is only a black cloned mesh of monsters, with alpha & a lot of blurrrr. That 'shadow' is activate only when player use the torch ( the light push the shadow behind the monter... the result is quite real.. but not at all).
z4g0VGC 3 years ago
Oh, I didn't know that B3D supports normalmaps and real-time lightmaps (did you implement them manually?) ;-) And what about reflective floor -- was that a built-in 'Mirror' entity?
What hardware is required to run this with acceptable FPS?
GDL0707 3 years ago
yep, normalmaps are supported as Dot3 ( textureBlend '4'). lightmaps unfurtnaly are static :( ( generated with gile[s]).
..Yes, floor is "createMirror()" command XD.
framerate was quite good on a'old' notebook's ATI 9700 mobility .
z4g0VGC 3 years ago