AnD4D's Recent Forum Activity

  • Thanks for responding Sorry about the delay, I wasn't alerted to your response.

    Please find below the version I have been working on:

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightTest.capx

    This setup allows objects with textures on to be hidden, but this is based on an additional falloff being added and used as an effective mask. This issue I can forsee with this, is if you were to move it up to a solid object, although the light wouldn't go through, and would cast a shadow, the objects on the other side would still be visible.

    Also, as CanvasMain is constantly being turned solid black, It prevents me from having a background. Shadows won't appear on objects on a higher layer.

    I saw this version (linked below), which only uses 1 canvas, and allows a background, without the need for transparency, etc, however it doesn't work well with multiple light sources.

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightTest02.capx

    With yours, I like the way the colour bleeds into each other forming different colours, but can't really see why 2 canvas' are required. I've tried altering bits and pieces, but it seems to be an easy thing to break.

    However, I have disabled the falloff visibility toggle every tick, as I don't see any difference. I've also added a distance indicator so that shadows aren't drawn on objects that are too far away from lights.

    Still, my attempts at combining the two methods have been met with failure. Any ideas?

  • R0J0hound

    Sorry to bother you, but can you think of a way to have the canvas serve as a destination in effect. I've tried adding it myself but to no effect.

    Also, I can't seem to figure out how to put a background texture in the example you've produced. Each time I do, the coloured lights just appear to wash away any detail.

    Hope you can help. I've been working on this mini-project for the last couple of days, only to suddenly hit this potential roadblock.

    If you'd like to see the capx I've been working on, I can pm it to you?

  • http://www.scirra.com/forum/topic76657.html

    Looks like it's Chrome.

  • Got it working slightly using distance, but it's still not quite the desired effect.

    https://dl.dropboxusercontent.com/u/50465867/Construct/NormalMaps.capx

  • jojoe - I'm afraid I'm not making a shader. Just using the built in bump mapping.

  • Still not figured out to get it to work with multiple light though. Any ideas?

  • Turns out it was the normal map... I was using NVidia's photoshop plugin, and it's silly. Crazy bump works wonders though.

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  • jojoe

    I attach an example, trial version I'm working on:

    https://dl.dropboxusercontent.com/u/50465867/Construct/NormalMaps.capx

    I've followed an example created by another C2 user, but it's producing an unusual glaring effect. It may be due to the normal map I've created, but I was quite happy with it. More than likely I've done something wrong with it.

    In this example, I'm just trying to get 1 light source working, but eventually I'm aiming for more. I have no problem creating seamless textures, but normal maps on tiled backgrounds simply don't work. They're inverted or something, so I'll stick with individual sprites for now (less efficient, but I don't have much of a choice ATM).

    Do you know how to use normal maps?

  • Ulisses Check your system restore points. What was recently installed?

  • Ashley Just Chrome, but it's back to normal after I did a system restore to before a critical windows update, and a direct x update.

  • Does anyone have any experience using normal maps? I'd like be able get working. Thanks.

    So far I can get 1 normal to affected by 1 light. I'm used to 3d where a normal map immediately works with light sources. It would be good if you could designate other sprites as light sources in the normal map behaviour.

  • This was visual at first, followed by a text box with an fps counter, followed up by the debugger.

    As I said, restoring fixed this, but I'm sure it'll be a problem again once I re-update windows.

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AnD4D

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