Today was another day for wrapping up big bug fixes and little changes, such as setting players' powers upon respawning checkpoints so they couldn't take a power where they shouldn't. There's also the deal of fixed camera angles, where for special camera angles and vistas the player camera blends with a fixed point. However, the player's movement wouldn't be in relation to that camera. What to do? Constrain the rotation while the camera was borrowed by that fixed point so the player could only move in relation to that point in space.
As for procedural texturing? I'm still figuring out the TGA format in terms of loading files; the method I figured only works with 32-bpp, and trying to fnangle it for 16-bpp makes some weird designs. As for slope based texturing, one can take the normal's vertical value (essentially the normal would be perpendicular to the tangent (slope) value and vary the texture based on that slope. I'm still figuring how to make the TGA file loader more friendly so I can use more textures, but I used an example with the rock slopes to make it more apparent:
Hopefully I can figure out this 16-bpp malarky!
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