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#21 Pasidon

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Posted 31 January 2013 - 04:24 PM

For the skybox... I was doing some experimentation, and I came up with a really nice looking cloudy effect with a deep blue sky that I really liked.  It's not crazy or anything, but I was wondering if something like this would work, before I do anymore.  It has levels of transparency that I'm not sure would work, so test that out and see how it looks.  Against a black background, if possible.

 

It's attached to this post.

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#22 Gen.Kenobi

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Posted 31 January 2013 - 05:04 PM

The sky is looking neat! I really like the shades of blue you put there.

 

I like your enthusiam! Let's make this game GOLD! Can't wait to see your wacky ideas.

 

Not sure if we need a development name... Maybe we can call ourselves "the Revora Hammer"


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#23 DIGI_Byte

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Posted 31 January 2013 - 09:15 PM

I've always wanted to setup a skybox system my way, and this would be my chance I guess

the skybox setup would be a sphere with polar caps imbedded in the texture, it would have a second sphere that rotates at a desired speed which would have your clouds and other effects over it
if its ok i'd like to do a model of it



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#24 duke_Qa

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Posted 31 January 2013 - 10:56 PM

Sounds like something doable. I wonder if you could add two textures to a shader and animate the movement of the overlaying texture. But I guess just having an alphaed texture and manually animating it would be fine. Do it in a 3d-program and import it no problems.

 

also, can you animate the textures? would be nice with some pre-rendered rotating objects or starbursts and the likes.


Edited by duke_Qa, 31 January 2013 - 10:57 PM.

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#25 DIGI_Byte

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Posted 31 January 2013 - 11:12 PM

I've split textures away from 3D, it makes more sence to split them up as majority of the textures will be GUI, sprites and effects over model Textures which only apply to a few things specfically

textures can be posted here on a mesh, and like wise in the texture thread, textures can be displayed on mesh.

 



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#26 Pasidon

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Posted 31 January 2013 - 11:16 PM

Guhhhhhh... alright, you can do de' skybox.



#27 DIGI_Byte

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Posted 31 January 2013 - 11:19 PM

Sounds like something doable. I wonder if you could add two textures to a shader and animate the movement of the overlaying texture. But I guess just having an alphaed texture and manually animating it would be fine. Do it in a 3d-program and import it no problems.

 

also, can you animate the textures? would be nice with some pre-rendered rotating objects or starbursts and the likes.

Yes, most defiantly but unity does not come with any shaders like that, closest one is the mobile water shader and i was thinking of using both, texture scrolling and some 3D
if you want to, up for making some basic shaders?

i beleive strumpy shader is still out there on the unity asset store, want to be in charge of that duke? if its ok with you
its an addon for unity to build shaders inside unity so you don't have to worry about compatibility etc etc and its a lot cleaner then directX shader
only thing to be aware of since we are using the free version of unity that render to texture isn't available to us, so that can limit us in some respect but it wont be an issue for standard shaders

anyway, any further discussion abotu textures and shaders should be in the 2D thread



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#28 Pasidon

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Posted 01 February 2013 - 11:55 PM

Yea, just so we all know what we're actually doing, I'm arranging a Skype date so we can all discuss ideas so there's some direction in our work.  I've been randomly guessing what we all would like / what sounds cool, but it would be nice if we get our direction down in one session.  I'm saying... Sunday... 3:00 PM England time?  So it's not too late for anyone east of me, and not WAY too early for people west.  



#29 DIGI_Byte

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Posted 02 February 2013 - 12:57 AM

why not say X hours from now because the forum auto corrects the time stamp to our time zone?
its confusing when people use time time zones and others need to convert that when there are 3 different ways of doing it



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#30 Pasidon

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Posted 03 February 2013 - 08:54 PM

Meh.  Someone else set this crap up... preferably the project leader.



#31 Gen.Kenobi

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Posted 05 February 2013 - 05:28 PM

But we don't need to wait a meeting to start doing some actual work :p

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#32 Pasidon

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Posted 05 February 2013 - 06:24 PM

We really do.  I need to know what we can do and what we want to do.  I'll be doing sum character concept art this week, and I'm just guessing on the details of what we want here.



#33 duke_Qa

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Posted 06 February 2013 - 02:02 PM

Some political stuff is finally done, I hope to have better time from now on. I'll have some time in about 5-6 hours, we can try to have a meeting then.


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#34 Pasidon

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Posted 06 February 2013 - 03:30 PM

Oh, yea.  That'll be fine.  Dukie, add me on Skype and I can get you into the Revora group we have there.  It's "elpasido" by the way.



#35 DIGI_Byte

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Posted 06 February 2013 - 05:18 PM

cool, 6am for me

I just woke up (3am here) so that time works really well for me, 3 hours from now time stamp


Edited by DIGI_Byte, 06 February 2013 - 05:20 PM.


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#36 duke_Qa

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Posted 06 February 2013 - 08:00 PM

I wonder how many hours you normally sleep with all your projects, let alone earning a living :p


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#37 DIGI_Byte

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Posted 08 February 2013 - 03:08 AM

i sleep all day and sleep all night and i get up to work in my sleep all day

here's what i did in a skype call, took 3-ish hours


Edited by DIGI_Byte, 08 February 2013 - 03:09 AM.


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#38 DIGI_Byte

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Posted 08 February 2013 - 06:06 AM

I edited the mesh on the skybox a little more, found that unity doesn't like mesh in certain ways, fixed it, not 100% happy with the shader but its a unity default and the best one i could find suitable


Edited by DIGI_Byte, 08 February 2013 - 06:07 AM.


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#39 Pasidon

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Posted 08 February 2013 - 03:01 PM

I think it looks pretty swish, and all we need to do is texture it.  I was thinking primary color as white and Revora blue as the details.  And Revora blue neon lights, obviously.



#40 Gen.Kenobi

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Posted 08 February 2013 - 07:11 PM

Is it rigged? Shouldn't it be? (PS: I've never worked with Car games before, but to make the wheels turn, I guess it should be rigged/animated, shouldn't it?)

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