Fantastic game. it makes me want to bail on my current puny
2d game in favor
of 3d.
I think it's great as it is, but if you want some
suggestions, here's a few:
It's so fun to watch the skull bounce that I want to see
other weirdly
shaped objects go flying. This may be an easy way to add
variety to the game
without having to make the strategy more complex. Simply
have a set of
different items other than the skull (or different types of
skulls). Either
they're random, or the user can pick them, or something. You
may even be
able to implement different High Score tables for each item
type.
~Hanford
On 10/19/06, Noisecrime_PIPEX <atic73 dsl.pipex.com > wrote:
>
>
>
> From: "tomas" <tomas titoonic.dk >
>
> > Well its part personal preference and part
necessity.
> > I havent been able to transfer my
lightmaps/tx-coords from 3dsmax,
> > So all the textures are baked as 'completemaps'
(lightmaps and
> > diffusemaps collapsed)
> > This means that texture resolution is to low on
most objects..
>
> > I'm hoping to find a soulution to this.
>
> Whilst the preffered solution is to export seperate
bitmaps for lightmaps
> with different uv's for the two channels, there is a
workaround.
>
> Simply export your diffuse and lightmap bitmaps
seperately as you would
> with
> normal lightmapping, but in Max, do NOT re-map the
lightmap channel! That
> is
> don't apply automatic unwrap (or remove it if applied
automticaly) ,
> instead
> use the base uv's. The easiest way of doing this is to
set the mapchannel
> for lightmaps to 1 (ie the base layer) - remember not
to unwrap, so it
> uses
> the base layer uv's, then render your lightmaps and
export the bitmaps.
>
> Now taking your original w3d file, all you need to do
is import the
> lightmap
> bitmaps and apply them to the second texture layer.
Since sw3d copys the
> first layer UV's to all subsequent ones (unless you add
texture layers),
> the
> mapping will still be correct.
>
> The obvious drawback to this system is that the
lightmaps will be
> unoptimised in terms of space, using the base texture
mapping, but the
> seperation will allow you to play around with including
higher resolution
> base textures and lower resolution lightmaps (simply
rescale lightmaps in
> photoshop since it wont affect the mapping).
>
>
> Noisecrime 2006
>
>
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