Hi there again!
This time I won't show a new tool, but a new feature for our good old Level Editor: Decals. These are used mainly to add nice details to the level without much sweat. Here is a little video demonstrating how these can be used (to create a nasty mess for example :) )
Nice to know I'm not cleaning that
As you can see, there is some stuff to be tweaked and optimized, but I tell you it's still cool to use :D
Cool, a brand new blood editor :-)
ReplyDeleteWasnt this already implemented in Penumbra BP?
ReplyDeleteCan this be used in-game like making holes to the walls with guns?
It looks very good! Nice job ;)
Hey Luis are you guys using volume decals? Like this demo made by Humus? http://www.humus.name/index.php?page=3D
ReplyDeleteThe behavior seams similar.
@Klayman: 1) not AFAIK, at least not this way. 2) Yeah of course :)
ReplyDeleteAbout volume decals, nope, we are using a mesh method. We clip geometry surrounding the decal center, just like explained in this post http://blog.wolfire.com/2009/06/how-to-project-decals
Seems to work fine at the moment :)
Thanks for the comments btw!
Cool, i know that game i also follow their blog. :)
ReplyDeleteAbout the comments, no ploblem, i'm glad to support you guys. ;)
p.s - I'm the anonymous above.
Nice work, Luís!!!. Just a question:
ReplyDeleteRed arrow == X axis, Green arrow == Y axis and Blue arrow == Z axis?. Just for solving if you're using a right/left-handed coordinate system. : )
Thanks! Yeah, I am mapping XYZ to RGB here. Actually it is a pretty common thing to do in 3D editors and such (if you check some 3DSMax or Maya videos, you'll see what I mean).
ReplyDeleteI guess figuring the handedness will be quite an easy task now. :)