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heinn

@heinn_dev

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heinn.dev
Joined March 2018
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@heinn_dev
heinn
2 days
@cdbunker2 so true
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@heinn_dev
heinn
9 days
RT @Wabbaboy: My first released game, FlyKnight, is out NOW!!! First person dungeon crawler soulslike 1-4 players online coop Linear campa…
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@heinn_dev
heinn
12 days
taking a brief detour and revisiting old tool stuff
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@heinn_dev
heinn
28 days
works pretty well from a top down view, totally stealing this
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@heinn_dev
heinn
28 days
finally happy about the edges, turns out I just had to spend a little more time hand-authoring the heightmaps
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@heinn_dev
heinn
1 month
@Namatnieks lol, exactly what I'm trying to replicate
@heinn_dev
heinn
1 month
I like how wc3 tiles actually have a distinct "front" direction, the actual goal with the shadow stuff now is to swap a different texture on the shadow edge
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@heinn_dev
heinn
1 month
@Zonelnteractif I'm doing the same blending for the terrain, but with a different offset and sharpness. So I first blend to shadowcolor, then blend to texture stuff on top. The mask is just vertex color. The offset gets nudged by shadow / cliff direction too.
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@heinn_dev
heinn
1 month
@CaptainGPU custom shader, using polybrush to paint vertex colors
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@heinn_dev
heinn
1 month
@duc_de_puce going the "lazier" way and just using a vertex splatmap + heightmaps (just texture brightness for now) also using the same blending to add some drop shadow to the layers probably could have just made the tiles already, oh well...
@heinn_dev
heinn
2 months
back on my shader bullshit
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@heinn_dev
heinn
1 month
right now it works by baking vertex color gradient direction in UV channels and DOTing that with light dir, wonder if there's an easier way... perhaps geometry shaders....
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@heinn_dev
heinn
1 month
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@heinn_dev
heinn
1 month
/rant
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@heinn_dev
heinn
1 month
zombers that infect people... game loop.... fat demon laughs at you... Kebrothic...
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