*small update*
I just thought about showing what I'm working on now (well already finished 2 days ago)...
I finally managed to get dynamic Sprites working. Sprites that have stretchable U/V Size, Tiling, Panning, AutoPanning, Combiners, Dynamic Color and Blending and so on... That also means much better particles. Imagine fireparticles fading from one color to another or particles whose VScale is increasing stretching it into the height or particles that have a combiner applied on multiplying output color to appear more brighten..
Here are some examples with descriptions..
UScaling
Used Base Texture
Modifier Properties:
- UStretching
- Cyan Color
- Translucent Blending
Result:
VScaling
Used Base Texture
Modifier Properties:
- VStretching
- Cyan Color
- Translucent Blending
Result:
Relative Tiling
Used Base Texture
Modifier Properties:
- Relative 4x4 Tiling
- Cyan Color
- Translucent Blending
Result:
U Tiling
Used Base Texture
Modifier Properties:
- UTiling 1x4
- Cyan Color
- Translucent Blending
Result:
V Tiling
Used Base Texture
Modifier Properties:
- VTiling 1x4
- Cyan Color
- Translucent Blending
Result:
U Panning
Used Base Texture
Modifier Properties:
- Static UPan (U +- 64 to move it partially to the left/right)
- Cyan Color
- Translucent Blending
Result:
Instead of just placing it to the left/right it can actually move automaticly to the left right in a loop or switching between left/right using AutoUPan.
V Panning
Used Base Texture
Modifier Properties:
- Static VPan (V +64 to move it slightly upwards )
- Cyan Color
- Translucent Blending
Result:
Instead of just placing it up/downwards it can actually move automaticly up/downwards in a loop or switching between up/down using AutoVPan.
Simple Combiner
Used Base Texture
Modifier Properties:
- Texture Color
Used Combiner
Modifier Properties:
- Texture Color
- Modulated Blending
Result:
The base material is now a stone texture with no blending. The combiner is now the test texture with a modulated blending. It brightens up the stone texture and only the black part (the text) is completely overlaying.
Auto VPanning Variant 1 (Texture Based)
Used Base Texture
Modifier Properties:
- Texture Color
Used Combiner
Modifier Properties:
- Texture Based VPanning (Looped)
- Texture Color
- Modulated Blending
Result:
Auto VPanning Variant 2 (Texture Based)
Used Base Texture
Modifier Properties:
- Texture Color
- Translucent Blending
Used Combiner
Modifier Properties:
- Texture Based VPanning
- Texture Color
- Modulated Blending
Result:
Other blending.. other result, here the panning texture only affects the black part of the texture, because the base texture is translucent and the text is black thus this part is completely translucent only letting through the combiner where the text stands.
Complex Combiner
Used Base Texture
Modifier Properties:
- Texture Color
Used Combiner (1) Specularity
Modifier Properties:
- Texture Color
- Modulated Blending
Used Combiner (2) AutoUPan
Modifier Properties:
- UPanning (Looped)
- Texture Color
- Translucent Blending
Used Combiner (3) AutoVPan (Texture based)
Modifier Properties:
- VPanning (Looped)
- Texture Color
- Translucent Blending
Result:
This is an example of a complex combiner sprite. As base texture the stone texture was used again. The first combiner is a specularity map making the sprite appear shiny and more brighten on certain areas defined through the specularity map. The second combiner is self UPanning red texture. It pans from left to right. The third combiner is the already seen VPan texture. As the panning combiners move the specularity map is influenced by them making the final sprite appear bright and shiny when the panning allows to let brighter color shine through.
I was also working on finally getting RenderToTexture working. The result of the partially successful work was a ManagerClass that is able to render a scene on a sprite, corona or the screen using an Advanced Portal Function and a custom "camera" class.
However this is unfortunatly not full RenderToTexture maybe I'm going to hardcode this feature for my D3D8 and OpenGL Drivers thus rendering a scene directly on a texture to allow monitors or something on BSP and not on sprites, screens and coronas only.
Continuing work on hardcoded features starts after finishing UScript-side visual features, physics features and gameplay/ai features. I'm looking forward on implementing real RenderToTexture (as described above), Texture-based Shaders (rather than using Combiners/Overlayers), real Texture Projection and maybe Dynamic Shadows (using RenderToTexture/Projectors then or StencilBuffer), but that's all still utopic.. It is possible of course, but me alone working on this makes it hard to implement... I hope to make it available both for D3D8 and OpenGL Drivers.
Overall progress of the pack is just fine. The UScript-side Visual Features are nearing completion (just need to rewrite the ParticleSystem, improving WeaponCombiners, improving/testing Vegetation Generators). Physics Features are progressing well, still much to do on AI/Gameplay Features and the hardcoded Extensions.