Dungeon Editor Progress
Re: Dungeon Editor Progress
I am soooo excited for this to be finished and released.
Re: Dungeon Editor Progress
I doubt there will be skybox support, but I would also like to see it implemented ... Not only to build outdoor areas, but also to just build windows. Would be great to have a look outside the dungeon (if it's not belowground of course ), could add good amount of atmosphere.Ixnatifual wrote:I wonder if it'd be possible to add skybox ceilings for outdoor areas such as this.
Re: Dungeon Editor Progress
They did that before in EoB2: Temple of Darkmoon as well. However, it's not as easy to implement in LoG.Ixnatifual wrote:I wonder if it'd be possible to add skybox ceilings for outdoor areas such as this.
On the old days they suggested 3D by smart use of 2D images. LoG is actually a 3D game and even allows for free look. It also has a lot more lighting support. So instead of having "Trees with twilight air" walls, they would actually have to calculate the sky. Not that it can't be done, but it'll be a lot more tricky than another wallset.
Re: Dungeon Editor Progress
I don't think that it is really hard to do it. Actually this is one of the most basic features of an graphics engine. Just a few lines of code in modern APIs and there you go, basic skybox support But still I think it's not on Almost Human's todo-list.
Re: Dungeon Editor Progress
There is always the shortcut around this problem of "the sky is foggy... everywhere." and just have a ceiling of fog. then you would just need to make the bottom shapes of trees or buildings, etc. and they reach up and vanish into the fog. Leaves more work for the imagination but oh well.Thels wrote:They did that before in EoB2: Temple of Darkmoon as well. However, it's not as easy to implement in LoG.Ixnatifual wrote:I wonder if it'd be possible to add skybox ceilings for outdoor areas such as this.
On the old days they suggested 3D by smart use of 2D images. LoG is actually a 3D game and even allows for free look. It also has a lot more lighting support. So instead of having "Trees with twilight air" walls, they would actually have to calculate the sky. Not that it can't be done, but it'll be a lot more tricky than another wallset.
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Re: Dungeon Editor Progress
Actually it should be quite simple.Thels wrote:They did that before in EoB2: Temple of Darkmoon as well. However, it's not as easy to implement in LoG.
Only thing you need is a shader for the ceiling to make it look like a distant sky.
Any .dds texture can be sent to graphics card as cubemap with simple instruction from the engine side, but for a dungeon setting you don't even need that, angular map will be enough in most cases.
So just the ability to assign custom shader to a ceiling (or a custom model that will be placed to obstruct the real ceiling) will be enough.
Re: Dungeon Editor Progress
Ahh...at last, progress resumes tomorrow I hope. But I hope the staff got fully recharged and their Wife's/Girlfriends/Significant Others are happy to have had some 1 on 1 time with them.
Re: Dungeon Editor Progress
Aye it's been quiet, to quiet.
Daniel.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
and diablo3 doesn't work at all..
Re: Dungeon Editor Progress
They're playing Diablo 3 instead of progressing with the dungeon editor.