Hi yall. Had a lot of free time recently and so have been improving my XNA skills by remaking my bsp viewer in it. I got detail maps working the other day too so it looks pretty nice now, woo!..
Horrible frame rate though, hello culling tutorials!..
I'll release it here when I stop working on it if you guys want.
ProphetXNA
- XZodia
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Re: ProphetXNA
Looks most awesome. I've wanted to do this for a long time...You should have told me you were doing this =P
What are your plans for this? Are you doing models (weap, vehi etc) and scnr placements?
What are your plans for this? Are you doing models (weap, vehi etc) and scnr placements?
- Prey
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Re: ProphetXNA
Well it just started as something small, I didn't know if I was really going to move that far with it at the time: take a look at the picture of it's first build-
I want to have a correct skybox, alpha sorting from viewpoint, decal.. and also spawns. With things like the warthog I'll look into normal maps too.
I want to have a correct skybox, alpha sorting from viewpoint, decal.. and also spawns. With things like the warthog I'll look into normal maps too.
- XZodia
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Re: ProphetXNA
lol, sounds good, normal maps shouldn't be difficult you just need a shader which I think you should be able to get from the creators website.
- Prey
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Re: ProphetXNA
Welll not exactly, but the hlsl code isn't what I struggle with; it's more todo with where the dynamic lights are coming from. Originally I thought it just combined with the lightmap, but only recently I now understand that you couldn't really combine the two what with lightmaps being a static light source and normal maps being a real time lighting calculation. Now I think it must be the light from your visor, but I've yet to code it so we'll see I guess..