elmuerte Posted January 12, 2014 the sky and water texture looks weird, especially with the high detailed ground Share this post Link to post Share on other sites
Joewintergreen Posted January 12, 2014 you mean the textures are detailed or the geometry? Share this post Link to post Share on other sites
elmuerte Posted January 12, 2014 the ground texture has a high detail Share this post Link to post Share on other sites
Twig Posted January 12, 2014 Yeah I like the IDEA of the sky and water looking like that, but the geometry of the terrain makes it look jarring and weird. Maybe that's your intention, I dunno. I'm not a huge fan though. U: Then again like elmuerte said it could just be the ground texture. It does seem to be much more detailed than anything else. EDIT: That said, I liked the sky a lot more in the first screenshot, with the diner. Share this post Link to post Share on other sites
Ben X Posted January 12, 2014 No the way it works is that every puzzle can be brought to the car's trunk, thus simplifying the process of trying every item on it. You just do donuts in the parking lot until the items all get mixed together? Share this post Link to post Share on other sites
Twig Posted January 12, 2014 You just do donuts in the parking lot until the items all get mixed together? I came CLOSE to spitting coffee on my keyboard. This is such a great idea I want someone to make it. Share this post Link to post Share on other sites
TychoCelchuuu Posted January 12, 2014 You just do donuts in the parking lot until the items all get mixed together?And in the game! Share this post Link to post Share on other sites
Joewintergreen Posted January 13, 2014 that's pretty funny because no texture in that scene is higher res than 64x64 Share this post Link to post Share on other sites
Twig Posted January 13, 2014 Well if they're not all displayed at the same RELATIVE size that doesn't really matter, does it? I mean I may be wrong, but I see a lot of tiling in the ground texture, and I see none in the sky, which seems to imply that even though the texture size is the same, they're displayed differently. (I once knew the proper terms for these things, but I've since forgotten them.) Share this post Link to post Share on other sites
Joewintergreen Posted January 13, 2014 Yeah you're right, "too detailed" still made me chuckle though. I will respond further in a bit, i guess I have a plane to catch to Seattle woo Share this post Link to post Share on other sites
Codicier Posted January 23, 2014 Any of you guys had issues over trademarks, domain names, social media profiles etc. relating to your games? So due to some laxness on my part I'm having to change my company name, redo my logos and all that horrible crap again. Having to do it once more has reminded me how horrifically painful the whole thing is. First you try and think of something that matches what you want your company stands for. Then you check the various trademark organisations, then you check all the social media sites and give every possible variation a good google. If your lucky you come up clean, but most of the time there's something. For instance of the half dozen names it got my replacement list to my favourite on seems to have been used by someone who never bothered to trademark it over 3 years ago for a company which seems to have vanished of the map apart from a dead website. Is there anyone out there who's actually gone through the whole trademark thing in a relatively painless fashion? Share this post Link to post Share on other sites
Joewintergreen Posted January 28, 2014 one of the things i did tonight was mess around with ultra low res foliage. it's actually the same grass from influx but way downrezzed this level has also been completely remade on account of moving to unreal engine 4 but hopefully it looks pretty much the same Share this post Link to post Share on other sites
jmbossy Posted January 28, 2014 I like it, but I think there is still some issues with the ground texture you're using. Especially now with the low-res foliage, it is very polarizing. Share this post Link to post Share on other sites
Joewintergreen Posted January 28, 2014 I think the issue is just that you lose the pixelated effect on anything far away for obvious reasons. Not really sure how to deal with that Share this post Link to post Share on other sites
Joewintergreen Posted January 28, 2014 I guess I stretched it out more, does this look any better to you Share this post Link to post Share on other sites
BigJKO Posted January 28, 2014 Muuuuch better! Perfect, actually! Share this post Link to post Share on other sites
Twig Posted January 28, 2014 Yeah I think that looks much better. Share this post Link to post Share on other sites
Joewintergreen Posted January 28, 2014 thanks ya'll Share this post Link to post Share on other sites
Niyeaux Posted January 28, 2014 Yea, that latest screen shot has much better looking ground. You've clearly managed to tighten up the graphics.Also, the overall style of these is totally my jam. Keep it up! Share this post Link to post Share on other sites
Thrik Posted January 28, 2014 I think the issue is just that you lose the pixelated effect on anything far away for obvious reasons. Not really sure how to deal with that I think what you've done looks much better. It is a shame that distance and MIP mapping causes the pixellated effect to be lost over distance. I have thought of one way you could solve it, however it could be very difficult to implement. Essentially, I'm thinking that the further away from the camera the texture is, the larger the pixellation effect. This would counter the blurring and look pretty sweet in its own right. I did a basic Photoshop mock-up by just applying pixellation on a gradient: How you'd do it is beyond me, though. Is MIP mapping capable of literally switching up textures over distance, like how model LODs work? If you handled it carefully you could probably build the illusion of a gradient that way. Anyway, just an idea. Share this post Link to post Share on other sites
TychoCelchuuu Posted January 28, 2014 Presumably you could write your own mipmap generator and mess with the scaling algorithm until it gives you good results. Dunno what that would end up looking like, especially as you mix in AF, but it might be worth a try. Share this post Link to post Share on other sites
Joewintergreen Posted January 28, 2014 I'm betting it could be done in a shader pretty easily. I'm gonna look into it. Share this post Link to post Share on other sites
BigJKO Posted January 31, 2014 Is anyone here a lawyer and able to tell me of the legalities of selling an art book collecting my series of adventure game illustrations? I gather it's quite illegal (as are the prints I already sell) but just wondering if anyone has any solid advice on this. Is it more or less illegal if there's a tagline below each one, with the character name, game name and year of release? (e.g. Ben Throttle - Full Throttle (1995) ) I really want to do this thing, but am worried of consequences. I wouldn't want to get sued by Disney, yeah? EDIT: No, toblix. You are not a lawyer. Stop typing! Share this post Link to post Share on other sites
Ben X Posted January 31, 2014 Dan always recommends twitter.com/AGTutty and twitter.com/ALGChapman for video game law (although the video game aspect isn't really important, they would probably know anyway...) I'd guess you might be able to find a way, as you get coffee table books of film posters by Olly Moss types in Forbidden Planet now, which I assume they didn't have to get all the rights for... Share this post Link to post Share on other sites
BigJKO Posted January 31, 2014 Yeah, I've had AGTutty's twitter page open for hours now, but I'm afraid of it being improper to ask him for free advice.. Maybe I should just do it. Share this post Link to post Share on other sites