RetroTank3D (WIP)

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garrittg
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RetroTank3D (WIP)

Post by garrittg »

here are some early screenshots of my game project RetroTank3D. Its a retro toon-style 3D remake of the tank portion of Atari Combat! written with BlitzMax and Irrlicht.

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Monochrome
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Post by Monochrome »

Cant see anything :(
garrittg
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Post by garrittg »

sorry. my web service hotlink protection was kicking in. should be good now.
Monochrome
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Post by Monochrome »

This looks great! i love the cell shading! keep up the good work.
lostclimategames
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Post by lostclimategames »

you might want to look into some type of cell shading that adds some cell shadows on the objects, something like these:
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they were made for 3dgamestudio, but its and example of something that might look nice
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BlindSide
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Post by BlindSide »

Yeah it would be nice if this was put to good use.
sio2
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Post by sio2 »

BlindSide wrote:Yeah it would be nice if this was put to good use.
Do you know if the filtering issue we had was resolved for 1.3?
lostclimategames
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Post by lostclimategames »

in that last one posted, why did no-one ever add another extruded pass with the inverted faces for the ink outlines?
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BlindSide
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Post by BlindSide »

sio2 wrote:
BlindSide wrote:Yeah it would be nice if this was put to good use.
Do you know if the filtering issue we had was resolved for 1.3?
Oh damn I just realised that when I read it. Probably not, though it appears the textures he is using are simple enough that he can just set the entire mesh to point-filtered and get away with it. Im not fully sure how to do this though :P

Wasnt the material structure fully revamped in 1.3? Ive yet to test it..
sio2
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Post by sio2 »

lostclimategames wrote:in that last one posted, why did no-one ever add another extruded pass with the inverted faces for the ink outlines?
Why haven't you added it yourself and posted the code?
garrittg
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Post by garrittg »

thank you for the comments :) i did have the shading in there as well in the begginning but i found that shading and lighting didnt match the visual goal i was going for. i want it to feel as if you just "stepped" right into the original 2D game. pretty much full on retro in 3D. i kept the outlines as they were a must in order to make the 3D world definable. it makes for very simple graphics but its exactly the effect im trying for :)
lostclimategames
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Post by lostclimategames »

well the only reason i have added yet is because i am not quite fully commited to irrlicht yet, i only start messing with it when i get both brave and bored, i use 3d games studio instead, but if you wanted you could give me the input syntax for an hlsl shader and i could do it probably.
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omaremad
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Post by omaremad »

Because its the artist's job to add the expanded model with inverted normals in his app.
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
lostclimategames
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Post by lostclimategames »

well you can do it so easy in a shader anyways tho.
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BlindSide
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Post by BlindSide »

lostclimategames wrote:in that last one posted, why did no-one ever add another extruded pass with the inverted faces for the ink outlines?
Actually you can do this easily with my shader by changing "csd.png". I chose not to add it on purpose because at the time I disliked the outlined look and wanted something clean. To add black shading just add a few black pixels to the side of the image. If you do this it will look better than crappy inverted models btw, more like proper comic shading...
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