![]() ![]() That will enable me to determine their behavior from a map file, and will mean I don’t need a folder full of animations and animator overrides. ![]() I’ve been planning to merge them together into a “Moveable” class that doesn’t use mecanim. Up until now I’ve had separate components for doors and lifts that move with animations. I have the wall opening now, but I started by doing something kinda dumb.Īt the moment the project contains the results of a bunch of experiments, many of which have shown me the wrong way to do things so they need to change. I’ll talk more about those in another post. ![]() I started with the FPS controller from standard assets, but I’ve made some changes to it to make it work better and feel more “Doom” like. The map files only indicate position because they’re originally camera facing sprites so I just have them automatically face away from the closest wall/s. I’m currently placing items manually, but eventually I’d like to place them procedurally. Luckily in this map the switch is in a different room to the opening wall. Since I'm not aiming for baked GI, I’m not sure that it’s worth seeing if I can transition the lightmap switching so it looks good, so initially I’ll just hide the swap. Since I’m currently baking this map, my first test will be to try Laurent’s lightmap switching tool. The other is to figure out a lighting solution for procedural maps for a future project. One is to learn what I need for my current project, which is for mobile and I think will be fine with baked GI and mixed lighting. I’m also not thrilled with the overhead of using baked and realtime GI together. I’m happy with the results so far, but I still need to experiment with other solutions because I need to allow for significant lighting changes when areas of the map change (when the big wall opens which I haven’t done yet). I’m currently using a mix of baked and realtime GI and mixed lighting. I’m currently exporting OBJ’s from MagicaVoxel, but I plan to experiment with importing vox files instead. The candleabras, tech columns and light posts are from the Doom Voxel Project ( ). I separated the map into sections, but my original breakup of the map didn’t take the reflection probe limit into account (I’m currently using forward rendering so restricted to 2 reflection probes per object) so I need to redo that. I exported the initial level geometry from GZDoom Builder. So I’m using the original textures, but enhancing them with luminosity and depth. My aim with this is to stay as faithful as possible to the original, just updating the lighting and using voxel based models in place of sprites. ![]()
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