Author Topic: Turok Dinosaur Hunter WIP Projects  (Read 124351 times)

Offline DoomMarine23

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #140 on: February 21, 2019, 02:24:21 PM »
I've really been on a roll recently.



« Last Edit: February 21, 2019, 02:24:51 PM by DoomMarine23 »

Offline Dinosoid

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #141 on: February 23, 2019, 08:46:41 PM »
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« Last Edit: September 11, 2019, 02:44:11 PM by Dinosoid »

Offline DoomMarine23

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #142 on: February 27, 2019, 11:35:08 PM »
Just a small update on that Spas 12. I've added new sounds and animations. I won't be showing it off again for awhile as I don't wanna spam this channel and rather surprise everyone with a big update.


Offline Dinosoid

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #143 on: February 28, 2019, 12:17:47 AM »
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« Last Edit: September 11, 2019, 02:43:58 PM by Dinosoid »

Offline Smoke39

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #144 on: March 03, 2019, 09:29:00 PM »

Offline Badger

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #145 on: March 03, 2019, 09:31:55 PM »


It reminds me of the reflections you'd see on water in turok 3. :P Very smooth, fits right in the game.

Offline DoomMarine23

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #146 on: March 13, 2019, 11:30:13 PM »
Posted this on the Discord but I'm posting it here now, figured you guys would get a kick out of this.

I've made fake lighting for guns, by using the bflash variable on particles. This variable makes the entire screen light up to simulate lightning. It can also be controlled in a few other ways like colors, so I'll be adding onto this later.

I am going to try and find more ways to control it. Besides guns, explosions, and lightning, I think the next best use would be for flood lights. Like you're in a small room with tons of red emergency alarms, or perhaps in a lava filled area.


Offline Smoke39

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #147 on: March 14, 2019, 02:47:31 AM »
Cool idea.  I'll be interested to see what the extent of bFlash's capabilities are.  Can the directional lighting be affected, or just ambient (white and black colors maybe)?  Can the level's lighting be darkened with negative values?  Can the directional light's direction be changed (maybe with translation)?

Even if you can only add to the level's ambient light, you could theoretically script a level's ambient light by setting it to 0, then spawning different particles to set it depending on where you are in the map.

Offline DoomMarine23

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #148 on: March 14, 2019, 07:29:01 PM »
I need to study it more, but I know that it can change colors, I am not sure if it depends on the sprite the particle uses, or if that is simply ignored. It uses a mixture of the white color and black color settings to control the colors.

I am not sure if the lighting value itself can be brighter or darker and I need to test more.

I don't think negative values could work, and there is no directional lighting at all, as it covers the entire world space.

I also don't think it fades in/out smoothly. I suspect this same color/lighting system was used for the spiritual invincibility, which DOES smoothly transition.

So yeah, a lot more testing is required, I'll test out some of your direct questions and see how it goes.

Offline Dinosoid

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #149 on: March 17, 2019, 02:41:05 PM »
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« Last Edit: September 11, 2019, 02:49:46 PM by Dinosoid »

 

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