Wow - 2d graphics with 3D lighting, depth info, etc

New releases and general discussions.

Post » Thu Jan 07, 2010 1:37 pm

Step-by-step as best as I can tell from observation:

1. Render 3D objects to 2D still images that you want in the game.
2. Export height map, which basically defines z-depth (overlapping and such)
3. Export normal map, which is used for bump mapping (light).
4. Write shaders that work with the above.
5. ???
6. Pizza time!
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Post » Thu Jan 07, 2010 2:12 pm

Great now I cant get into chat :(

Hey LostMyKeys I've worked out how to make the normal map and stuff in 3dsmax. The only thing I dont know how to do is the heightmap. Was it done with a fog going upwards or something?
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Post » Thu Jan 07, 2010 2:27 pm

[quote="David":2guur4zy]Great now I cant get into chat :(

Hey LostMyKeys I've worked out how to make the normal map and stuff in 3dsmax. The only thing I dont know how to do is the heightmap. Was it done with a fog going upwards or something?[/quote:2guur4zy]

Cool cause I apparently suck suddenly lol. I could not for the life of me get the correct normal map to come out. The Photoshop version SHOULD have given the exact same result as the example. But instead it's coming out with shit lol. And the 3D method seems to only give correct results in world based normal maps instead of tangent. I'm playing around with lighting, and if I put the lights in the right place to simulate it, that would work in the end.

The height map I just used a gradient across the whole model stretched from top to bottom. Fog and the real depth maps wouldn't work in this case (unless max's fog isn't tied to the angle of the camera?)

Edit: And I think there's something up with mibbit, keeps dropping people.
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Post » Thu Jan 07, 2010 3:20 pm

Yeah, but how fast will that be?
Image Image
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Post » Thu Jan 07, 2010 8:59 pm


http://dl.dropbox.com/u/939828/light3.exe

Had a go at making a shader which is a modification of the bump map shader (one that supports an alpha channel that represents the heightmap). Its hell tricky to use though. Basically you need to determine how high white is to be able to get the pixels. Oh and making 3dsmax or whatever your using rendering everything correctly is also a headache...

Anyway I understand the technique...its just getting the shader perfected.
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Post » Thu Jan 07, 2010 9:07 pm

That is friggin sweet, man :D

Heh, I guess the best way to get something into Construct is to tell David it can't be done :P
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Post » Thu Jan 07, 2010 10:26 pm

Yep haha. Also just wrote a shader for ambient occlusion for lucid :P I'm on a roll. But its 6:30am and i better get some sleep. By the way if someone could find a tutorial for writing a really decent 'per pixel point light shader in HLSL' i'd be forever grateful coz mines an adaptation of the bumpmap and i'm worried its wrong :P

edit: http://www.gamasutra.com/features/20030 ... l_03.shtml

aha!
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Post » Thu Jan 07, 2010 10:44 pm

[quote="Sagal":1m363brj]Holy cock this looks amazing reminds me a lot of old good Commandos 2 (anyone know?) though a bit more better looking :P I have to say i'm really amazed and i'm pretty sure that it could be done in Construct but it would need master constructor and a hella lot of work[/quote:1m363brj]

yea thats the first game i thought of, and that game is really beautiful.

i cant explain how awesome i think this is, it looks better than 3d ever could in a lot of ways (something i used to think of when i played commandos), and makes me wonder how awesome an rts with this would look, red alert 2's awesome 2d gfx on crack.
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Post » Thu Jan 07, 2010 11:41 pm

My god, David! You rock!
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Post » Fri Jan 08, 2010 12:02 am

btw david
construct doesn't support pixel shader 3
I believe you said your ambient occlusion shader was ps3
maybe that's why it doesn't work on the mortal version of construct
is ps3 support going to be a 99.73 feature?
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