Showing posts with label Programming. Show all posts
Showing posts with label Programming. Show all posts

Friday, April 22, 2011

Weekly Update

This week i have not done as much programming as i would like but there have been other issues to deal with. I have iterated the level a little more, changed and tweaked abunch of stuff and its coming together nicely.
We discussed if we were to build the castle in modules so that we could walk inside it but we decided it would be more time efficient and less problematic just creating a specific indoor scene.
With that decided i created a prototype to see what that would look like and it looks pretty good even with placeholder graphics.

I have also created the different events that will exist on this level and after some iteration on those i started working on the mage dodgeball event.
What you see in the video below is a trigger on the ground the player needs to stand on for some seconds to activate the event. Four walls and a mage standing outside spawns when its started and he then starts to throw fireballs into the square the player is locked in.

Enjoy.

Thursday, April 14, 2011

Shaders.

More shaders. We discovered that Unity's builtin shaders do not cast or recieve shadows so we had to make something up that works ourselves.
As you can see in the picture unity's own transparent shader makes the blood recieve no shadow so when it is in a shadow it looks quite bad. Unity has a second shader group called transparent cutout and what it does is that it cuts all the pixels above a certain alpha out and renders them. There is no halftransparent pixels, either it is rendered or it is not. This gives a really sharp edge on everything and we also noticed weird delay when we were moving the camera around. As thou pixels from the previous frames were showing and it looked quite odd.
So i worked up a shader of our own that does exactly what we want, it does not render transparent pixels but it does render pixels with some transparency.

If you have any questions don't be afraid to comment.

Saturday, April 9, 2011

Shaders.

Have been working with Unity's built in shaders recently and have had a couple of issues with how they work.
In Overkill we want the player to be able to walk behind buildings and then those buildings will turn halftransparent while they are obstructing the view of the avatar.

First problem came when we discovered that the specular (reflective glow) and transparency were both taken from the Alpha channel of a texture. In a specular texture you define what things on the texture will reflect light by making them more white, so a black part will not reflect any light at all. In transparency black means 100% transparency and white 0% transparency. So what happened when we walked behind a wood building with windows was that when the building were to go halftransparent it vanished complelty except the windows. ( since wood = no reflection = black = 100% transparency)

Second problem was that the shaders did not take into consideration what parts of the building were closer to the camera then other parts in it. So when rendering the house it showed us all the sides of all the parts in the model and that makes it look really weird. We dont want to see the wall inside the building facing us when its transparent, we just want to see the front of the model as transparent.

Everything might become clearer if you see this example on the knight model.
The feathers in the hat don't reflect any light and therefor they instantly vanish if we turn on a transparent shader.
The shoulders show the problem with considering on what depth the parts rendered.

It is now fixed after hard work, testing and research. First and foremost learning shaders scripting, Unity shaderlab and then getting it right.
End result is a shader that has a separate specular texture. Alpha channel on the main texture alpha and it also considers the depth when rendering.

Enjoy.

Sunday, April 3, 2011

Pathnode Edtior

Created an editor for the pathnode system Teddy has been working on so we can produce
or expand the pathsystem without any hassle. Enjoy.

Saturday, April 2, 2011

SpawnTrigger

Showing off the improved spawn trigger creation tool.