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Messages - XL2

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31
General Jo Engine Help / Re: Making a 'corrected texture' on a triangle.
« on: August 03, 2018, 01:36:15 pm »
Ponut is right about that solution, but use caution as even if it has invisible pixels, the Saturn still needs to "render" them, so it can make things way slower quickly. The way around that is to use end codes, which none of my tools support. The other solution is to pre-distort the texture, but again I don't know much about it.

32
Project announcement / Re: Sonic Z-Treme
« on: August 01, 2018, 02:31:51 am »
Sorry to say that but it looks a bit...special.
Robotnik is way too flat too, his arms are a sheet of paper.

33
Project announcement / Re: Sonic Z-Treme
« on: July 31, 2018, 10:35:41 pm »
For the animation it does because it compresses the vertices, so you lose precision, mainly at the higher bits.

34
Project announcement / Re: Sonic Z-Treme
« on: July 31, 2018, 06:23:48 pm »
What do you mean by "they are acting up"?
If you mean a "round" quad, you can use the DUAL_ flag in front of your texture to make it dual plane, then it won't be affected by the normal.
Only do that for as little quads as possible else you will increase the VDP1 workload.

35
Project announcement / Re: Sonic Z-Treme
« on: July 31, 2018, 04:30:31 pm »
Good job!
I see you're having fun with my converter :P
Edit : The normals are recalculated with the converter because of the scaling btw. It also uses compressed normals, so the precision isn't that high.

36
Project announcement / Re: Sonic Z-Treme
« on: July 31, 2018, 04:24:35 pm »
Wow, that's nice.
But are you sure you only have quads/triangles?
Anything with more than 4 faces won't work on Saturn, so I'm just making sure.
I would suggest also to make his nose untextured but in 3D.
Overall that looks really nice!

37
General Jo Engine Help / Re: Texturing and 3d Animation Questions
« on: July 31, 2018, 12:41:23 am »
Just use my tool, it will do it all for you like Ponut said.
It's fast enough too, I use it in Sonic Z-Treme (2x animated models) and I can still hit 30 fps / 1000 quads on screen.

38
It looks super interesting, I will try to read it all this week.
As a side-node regarding UV coordinates, I was facing a problem for Sonic Z-Treme : how to animate textures when I have like 10 different variations of the same texture, with different sizes (for LOD), spread across 2 different color system (CLUT vs 256 banks).
So I found a solution : manipulate the texture's adress in VRAM to scroll it line by line a generate an animation.
The result is that, instead of storing 8 x the same texture to have a 8 frames animation, I can do very smooth animation, like 32 frames for a 32x32 texture.
https://youtu.be/9hBK7jcqHBY
While not exactly texture coordinates, it's still possible to play a bit with the adresses to create similar effects, with some restrictions of course.

39
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 29, 2018, 08:19:14 pm »
Because it interpolates the texture across the 4 vertices.
I would say that in your case gouraud shading would look better.
Another thing you can do is have a quad with transparent pixels, but it will be slower to render.

40
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 29, 2018, 07:44:43 pm »
The Saturn uses distorted sprites only, so it will distort your image unless it's a perfect square. It doesn't use texture coordinates either, so the way to do it is to distort your triangle texture into a quad, which will then be rendered correctly. It's really just sprites and you distort them by playing with the 4 corners.

41
Project announcement / Re: Sonic Z-Treme
« on: July 27, 2018, 01:24:08 am »
The Saturn supports quads wrapped around themselves, but the normals will give you problems.
Try to use untextured quads as much as possible as they are super cheap to render. Look at my drill model, it's super limited in quads/vertices but thanks to gouraud shading it looks like it has more polygons, so I can easily put 4 of these enemies on screen without slowing the game down.

42
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 27, 2018, 01:21:14 am »
You can just say that your start and end keyframe are the same and just use a timer.
Like each frame ++, when it's over 30, you play the blinking animation, when it's over 38, you reset it to zero.

43
Project announcement / Re: Sonic Z-Treme
« on: July 26, 2018, 09:20:31 pm »
 How many polygons does it have? I see 200, which is way too much for a single enemy

44
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 26, 2018, 05:05:24 pm »
I updated the converter with the drill enemy model, so you can take it there.

45
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 25, 2018, 08:42:59 pm »
Yes, it's on my todo list.

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