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Re: Material issue (normal map)

Posted: Sun Jan 26, 2014 2:13 pm
by Noadasi
Wow guys, such positive feedback so fast, I don't even know what to say ! Thanks :D

I plan to do some creatures when my set of landscape will be complete, so I'm pretty sure I'll walk into a LOT of new issues to solve but if that work... I'll be a really happy man !

Chaoscommencer, the answer is a bit of a spoiler but since I don't know when my mod will be out, it's your choice to know or don't know it:
SpoilerShow
My whole idea for this dungeon is that it's alive and the deeper you go into it, the more organic it become. So right now I have my basics walls and pillar, but this particular ground is supposed to be later in the dungeon, just to make the player wonder "Huh, what is this ?!" before the real deal begin. But wait until I do the real organic parts, I will have to try to animate the entire wallset this will be creepy ! I don't know if it's possible though, but why not ? :lol: So yeah, it's flesh of some sort.

Re: Material issue (normal map)

Posted: Sun Jan 26, 2014 10:02 pm
by chaoscommencer
Very cool man.
SpoilerShow
Actually hyteria was working on something like that for his dungeon. It didn't look quite the same of course, but it was driven by the same idea. Perhaps you two can combine your efforts. I definitely like the idea of animated walls to really immerse you in that kind of environment, so good luck!
Hope that helps.

Re: Material issue (normal map)

Posted: Sun Jan 26, 2014 11:01 pm
by germanny
Very cool idea! Much like the modding section, so many talented people around :geek:
Please try and go on!
Amimated walls/ground:
Think this is not possible for LoG 1, we will see the cool mod abilities that LoG 2 will have.. come on, AH xD

Re: Material issue (normal map)

Posted: Sun Jan 26, 2014 11:10 pm
by chaoscommencer
Ya, you can't use animated objects as wall, ceiling, or floor components in a wall set definition. You could however manually place each animated environment object instead, as much of a pain as that might be.

Re: Material issue (normal map)

Posted: Mon Jan 27, 2014 3:22 pm
by maneus
But you can animate the "fleshwall" and save it as maybe decoration? And then put on the same place a invisible wall, so the player can“t walk through the fleshwall and it looks like the animated flesh is a wall.

Re: Material issue (normal map)

Posted: Mon Jan 27, 2014 3:30 pm
by chaoscommencer
Yes, I was suggesting to put just such a decoration on a normal wall, but you could put them on invisible walls instead if you prefer.

Re: Material issue (normal map)

Posted: Mon Jan 27, 2014 4:33 pm
by msyblade
Awesome Idea, and I believe you could define decoration pieces (perhaps a lever, or a closed door: -blockage included!) to emulate this.
However I fear that the LoG1 engine would not handle it well, and likely render the levels unplayable. It is possible that with very careful use of light sources it could work. It is worth testing the engine limitations with this before you put in all of the effort, as it will be A LOT of work. Even if it couldn't support an entire animated level, you may still be able to create small areas that are "alive". The dungeons "organs" and whatnot.

Re: Material issue (normal map)

Posted: Mon Jan 27, 2014 4:36 pm
by chaoscommencer
Good suggestion msyblade, maybe just devote entire levels to one or two rooms each if necessary so as not to overwhelm the engine, if that becomes an issue.