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Messages - 20EnderDude20

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31
Jo Engine Wish List / Skewing Sprites
« on: August 13, 2018, 04:33:40 am »
Hello!
I'm making real transparent shadows by not using perspective distortion,and using affine transformation to avoid overdraw, and it works successfully so far! A great advantage would be the ability to skew the points to let it look even more believable.
Thanks!  :D

32
I've made a demonstration of circular transparent shading by not using perspective distortion, and instead, use affine transformation and it looks fine: Now, would the shadow be corrupted by having overdraw if I skewed it, in other words, kept the coordinates parallel with each other?

33
Project announcement / Re: Sonic Z-Treme
« on: August 12, 2018, 11:53:45 pm »
I imagine at least until the 18th XL2 will be polishing Z-treme as much as possible.
In his latest video's description, it said,"Here is a SAGE 2018 preview of the demo I will submit in 2 weeks." And the video was uploaded on July 31st.

34
     Here is another way to make a corrected texture.
You would make a replica of the triangle to a bitmap, and place the area of the triangle within the area of the texture you want on the triangle. You can also scale or rotate the triangle to any size as seen here:
.
     The third step is to mask the image. There are many ways to do this. One way is using flash by making the triangle the mask, and the image the masked layer. Another way is to go into GIMP and set the triangle as the mask layer: .
     The fourth step is to export the image as a png.
     The fifth step is to scale the masked image so that it fits in the canvas' dimensions:
     The sixth step is to scale the rows of pixels up on one axis so that they will fit onto the canvas:
... and the result will be a corrected texture! Now, there has got to be a faster way to do this. I don't want to waste my entire day scaling a 32x32 texture line by line. So, is there a way to make this a script?


35
Project announcement / Re: Sonic Z-Treme
« on: August 12, 2018, 06:22:00 pm »
Presumably, XL2 went to SAGE, and showcased Sonic Z-Treme, and it went successfully. But I would like to know what's up too.

36
Maybe you can make it go at 1-2 fps, just make it a billboard, or demonstrate what is the best trade-off with using compression.

37
Well, how do other systems like the Jaguar pull this off at a better framerate? Is it because it has a higher bandwidth, or...? This is more of asking if we can remake Supercross 3d on the Sega Saturn.

38
Huh, I've never realized how similar the structure of the Saturn was with the Dreamcast. I thought they were completely different.

39
Another example is Rayman at those end level sequences, where it takes the screen and, (maybe) using software, wraps the screen on a sphere, rolls it up like a sheet of paper, or does water ripple distortion, while maintaining a constant framerate of 60 fps! https://youtu.be/G4SyK0fSwKM?t=11m43s. Now that is impressive. I think the lag is because of the efficiency of the code in Tempest 2000.

40
I think that's why Supercross 3d has a low framerate.  ;)

41
So, I've seen an Atari Jaguar game, Supercross 3d, and it has a billboard that shows the screen on it. Is there a way to do that on the Saturn?

42
Project announcement / Re: Sonic Z-Treme
« on: August 09, 2018, 06:16:51 pm »
Actually, you might not even need skewing or even rotation for circular shadows, because it looks the same from all angles. So you might only need to make it a scaled sprite, which can let it be transparent.

43
Project announcement / A suggestion for shading
« on: August 08, 2018, 08:12:30 pm »
So, can you make the shadows normal sprites to get all of the benefits of transparent pixels? Just get rid of perspective distortion and instead use skewing, because it's a minor detail. Would that be a good trade-off?

44
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: August 08, 2018, 07:25:37 pm »
May you release the ZTM converter anytime soon? I found a technique to fix the triangular faces.

45
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: August 08, 2018, 07:04:04 pm »
So, this is the closest thread that is similar to the ZTP format, but how does the ZTM (Z-Treme Map?) format work? One difference between the two formats is that ZTP files compress the textures to 4bpp, and the ZTM format compresses the textures to at least 8bpp (or, evident by earlier versions, 15bpp).

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