Canto 34

I’ve been working with some textures, and randomly felt like doing something “arty”. Here goes nothing.

Will begin posting bigger Zymbiote updates as time progresses (just remember that time is relative)

- Soyuz

Plasma, how does it work?

So I’ve been working on particles for … fun (I suppose?) and created 2 new fire particle systems, one “ordinary” and one “pure plasma” form.

The whistles go WOOO

- Soyuz

Finally, dynamic shadows fixed

I’ve been really busy the last few months, so development has been rather slow on my end, but finally I am free! So a few days ago I threw together a dynamic shadows fix for Soyuz as a whole new HL2 mod, compiled it and it seems to be working ok, I imagine he’ll post about it soon.

Now i’m finally free for the summer, I don’t know where I’m going to head my development. I’ve been working with the LOVE engine for a while, but I want to move onto something a little meatier. I was planning to try out XNA and test some Xbox 360 development, but typically my 360 RROD’d for the second time about a week ago (And this time out of warranty). So I guess 360 developments a miss.

I still might have a go with XNA, I don’t have any experience with C# but it shouldn’t take too long to catch on!

- BAZ

Good Evening, Mr. Bond

How cryptic.

- BAZ the Bear

Dynamic Shadows, I Choose You!

Just another quick update, been working with dynamic lights in Source for a while now (it’s a pain in the ass) and have settled with using environment projected texture shadowing, which means that we’ll have to recode the Engine to better fit our needs, but that isn’t going to happen until later this month.

I’m also going to increase the projected texture resolution to remove the “grainy” feel to the shadows, and re-do some of the collision models on physical props.

- Soyuz

Bad Influence

Minor Update, pictures are self-explanatory.

We will be adding our own models shortly.

- Soyuz

It’s Integral to the Implementation of Everything

So… As of recent events, or lack off, I’ve decided to actually begin creating something with the textures provided by Mike. So after one hour of work I’ve finished a some kind of surface tunnel, enclosed with snow (beats me).

To start off I’m going to fix the lighting and re-do the HDR outside (since you can’t see ANYTHING if you look directly outside) then I’m going to add more props and add a couple of rooms and probably some geometry to the corridor, to keep it from feeling so plain.

So stay tuned?

- Soyuz

EBMs Be Gone

So after consulting the problematic events after the last blog post with Mike we decided to skip the whole bump mapping idea — instead we added normal maps (yay!) This was the result:

Personally I see it as an improvement… though considering how the last version was broken I suppose that doesn’t say much.

- Soyuz

To Texture or to Not Texture, That is the Question

So I’ve finally gotten around to fixing Hammer and trying out Mike’s new textures.

The result was pretty good, except for some EXTREME BUMP MAPS (EBM from now on).

(The picture which is really dark shows one of these EBMs, the engine is tricked into thinking the wall is insanely “deep” within the texture, making it black when you use a flashlight on it)

- Soyuz

Textures and more textures…

So, I’ve spent some time making a bunch of textures for Alex this evening. Nothing special, just some environment textures for something I don’t even know anything about.

Well, knock yourselves out.

Metal Floor Texture
Concrete Wall Texture
Concrete Wall Texture
Concrete Wall Texture
Concrete Wall Texture
Floor Texture
Floor Texture
Floor Texture

That’ll be all for tonight. Sleep well.

-Mikael

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