I’m really excited! Got an idea how to procedurally generate moss, damage, stains and other detail effects that take into account geometry.
Posts from November 2009
The problem with generating tiles from textures is that it looks like Half-Life 1 (flat). What I need to do is figure out what the artist does in a paint program, find out the physics behind it and transform that into a computer algorithm. By looking at the walls in my room I figured that what I need is Ambient Occlusion (http://ping.fm/3wLNV) that will affect the lighting. I’ll present the results soon.
I’m trying out several different graphic styles for Link-Dead. You can look at them.
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I’m changing stair walking to use key up & down cause there are situations where you must decide to go up or down. Like here (thx yv3)