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Messages - Coco

Pages: 1 ... 565758 5960 ... 86
1711
Gaming / Re: MCC Halo 1v1 Tournament
« on: April 11, 2015, 01:41:12 PM »
Casul

1712
Gaming / Re: MCC Halo 1v1 Tournament
« on: April 11, 2015, 01:23:01 PM »
No

>No

1v1 me
Sword Base
10% Gravity
Spartan Lasers only
Fgt

1713
Gaming / Re: MCC Halo 1v1 Tournament
« on: April 11, 2015, 12:48:06 PM »

1714
Gaming / Re: MCC Halo 1v1 Tournament
« on: April 11, 2015, 12:03:57 PM »
I will join on this s-

>99% H2A

No

Casul

1715
Gaming / Re: Wind Waker's style
« on: April 11, 2015, 12:02:38 PM »
I like it, but I don't want cel shading and cartoony atmospheres to take over the Zelda franchise.  I want a Zelda game as dark as what they first showed off for Twilight Princess:

YouTube

1716
The Flood / Re: I am now the admin of a Sonic FB page with 13k likes
« on: April 09, 2015, 04:27:50 PM »
Demote other admins.
Post porn relentlessly.
Post pics of dead hedgehogs.
Watch the world burn.

1717
The Flood / Re: Now YOUR honest opinion of ME
« on: April 09, 2015, 04:15:12 PM »
I mean, without you, who would validate Sep7agon's overabundance of MILF porn?

1718
The Flood / Re: can someone explain this image to me
« on: April 09, 2015, 01:08:20 PM »
If I had to guess, I'd say it's a cartoon scorpion.

1719
Bungie.net doesn't need my ad revenue.  They're all about going to their store to buy the Density t-shirts that I'll never buy anyways.
Facebook doesn't need my ad revenue.  Ad block disables only 150 million ads on one single page, but they still cash in big bucks off what makes it through.
I don't care if I'm not giving money to half the shady websites that I sift through.

I do disable adblock for sites that I want to succeed, that aren't too intrusive with obnoxious ads, and content creators that I like.

1720
Implying your posts contain thought.

1721
Gaming / Re: Reach UI is best UI
« on: April 07, 2015, 02:04:03 PM »
This is fact.  It's one of the only things that I'll give the game: I think it had the best UI out of all the Halos so far.

1722
The Flood / Re: >hanging out with mom
« on: April 06, 2015, 10:49:36 AM »
Get your nut.

1723
The Flood / Re: More DirectX teapots
« on: April 05, 2015, 10:15:18 PM »
This looks really neat, though I don't really know what it's about.

It's DirectX programming.  Essentially, I've been programming the stuff that lets you see "3D" objects on your screen, how your computer handles being in a 3D world (using linear algebra to figure out where something is positioned locally, globally, through your view, etc...). 

Since I accomplished that a few weeks ago, the code I posted is for a shader, which is basically how a graphics card colors a 3D object: before, I had it do the computations relating to handling how light and color affect the look of the model; what I posted in the OP is how the computer makes something shiny, and that warpy effect that you get from looking at something shiny from another angle.

I also did normal mapping and texture mapping, which means I wrapped this around the model (kinda like applying a coat of paint in a very specific way):


And then used this normal map:

To make the model give off the illusion of added depth/bumpiness.  The shader goes through the normal map, and the color at each pixel of the map tells the shader how light should react at that spot on the model

1724
Battlefield, except for Hardline.
Assassins Creed.  Unity was fucked, but I still sunk a lot of time into it and had a lot of fun.
I can't think of any others, but I know there are more.
Have the Halos been a yearly release?  I mean, barring stuff like Spartan Assault and remasters, haven't they generally been 2+ years between games?  Either way, I usually buy all of them.

1725
The Flood / Re: More DirectX teapots
« on: April 05, 2015, 09:54:06 PM »

1726
The Flood / More DirectX teapots
« on: April 05, 2015, 09:50:57 PM »
Don't expect anyone to care, but I don't care because I spent the last 10 hours or so figuring out how to blend texture mapping, normal mapping, and environment-map (skybox) reflections in one HLSL Phong shader, plus getting it all to work in DirectX, and it all finally works.

The texture and normal are usually used for floors, but oh well.

Texture mapping + cube-mapped reflections



Normal mapping (a little overkill)



Compared to last time, where I had

So the gibberish for the shader looks something like:
Code: [Select]
struct Mtrl
{
float4 ambient;
float4 diffuse;
float4 spec;
float  specPower;
};

struct DirLight
{
float4 ambient;
float4 diffuse;
float4 spec;
float3 dirW; 
};

uniform extern float4x4 gWorld;
uniform extern float4x4 gWorldInv;
uniform extern float4x4 gWorldInvTrans;
uniform extern float4x4 gWVP;
uniform extern Mtrl     gMtrl;
uniform extern DirLight gLight;
uniform extern float3   gEyePosW;
uniform extern texture  gTex;
uniform extern texture  gEnvMap;
uniform extern texture  gNormalMap;

uniform extern float gReflectivity;
uniform extern float gNormalPower;
uniform extern float gTexBlend;


sampler TexS = sampler_state
{
Texture = <gTex>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU  = WRAP;
    AddressV  = WRAP;
};

sampler NormalMapS = sampler_state
{
Texture = <gNormalMap>;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 8;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU  = WRAP;
    AddressV  = WRAP;
};

sampler EnvMapS = sampler_state
{
Texture = <gEnvMap>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU  = WRAP;
    AddressV  = WRAP;
};

struct OutputVS
{
float4 posH      : POSITION0;
    float3 toEyeT    : TEXCOORD0;
    float3 lightDirT : TEXCOORD1;
    float2 tex0      : TEXCOORD2;
float3 normalW : TEXCOORD3;
float3 toEyeW : TEXCOORD4;
};

OutputVS PhongEnvNMVS( float3 posL : POSITION0,
float3 normalL : NORMAL0,
float3 tangentL : TANGENT0,
float3 binormalL : BINORMAL0,
float2 tex0 : TEXCOORD0)
{
    // Zero out the output.
OutputVS outVS = (OutputVS)0;

////////////////////////// TANGENT SPACE CALCULATIONS:
// Build Tangent Binormal-basis.
float3x3 TBN;
TBN[0] = tangentL;
TBN[1] = binormalL;
TBN[2] = normalL;

// Transform matrix from object space to tangent space
float3x3 toTangentSpace = transpose(TBN);
// Transform eye position to local space.
float3 eyePosL = mul(float4(gEyePosW, 1.0f), gWorldInv);
// Transform to-eye vector to tangent space.
float3 toEyeL = eyePosL - posL;
// Transform light direction to tangent space.
outVS.toEyeT = mul(toEyeL, toTangentSpace);
///////////////////////////////////////////////////////

float3 lightDirL = mul(float4(gLight.dirW, 0.0f), gWorldInv).xyz;
outVS.lightDirT  = mul(lightDirL, toTangentSpace);

// Transform to homogeneous clip space.
outVS.posH = mul(float4(posL, 1.0f), gWVP);

// Pass texture coordinates to be interpolated during rasterization.
outVS.tex0 = tex0;
outVS.normalW = mul(float4(normalL, 0.0f), gWorldInvTrans).xyz;
float3 posW  = mul(float4(posL, 1.0f), gWorld).xyz;
outVS.toEyeW = gEyePosW - posW;

    return outVS;
}

float4 PhongEnvNMPS( float3 toEyeT    : TEXCOORD0,
float3 lightDirT : TEXCOORD1,
float2 tex0      : TEXCOORD2,
float3 normalW : TEXCOORD3,
float3 toEyeW : TEXCOORD4) : COLOR
{
// Normalize, because interpolated normals can warp
toEyeT    = normalize(toEyeT);
lightDirT = normalize(lightDirT);
normalW = normalize(normalW);
toEyeW  = normalize(toEyeW);

// Light vector is opposite the direction of the light.
float3 lightVecT = -lightDirT;
// Sample normal map.
float3 normalT = tex2D(NormalMapS, tex0);
// Expand from [0, 1] compressed interval to true [-1, 1] interval.
    normalT = (2.0f*normalT - 1.0f) * gNormalPower;
// Make it a unit vector.
normalT = normalize(normalT);

//Compute the normal reflection vector
float rN = reflect(-lightVecT, normalT);
// Determine the diffuse light intensity that strikes the vertex.
float tN  = pow(max(dot(rN, toEyeT), 0.0f), gMtrl.specPower);
float sN = max(dot(lightVecT, normalT), 0.0f);

// If the diffuse light intensity is low, kill the specular lighting term.
// It doesn't look right to add specular light when the surface receives
// little diffuse light.
if(sN <= 0.0f)
     tN = 0.0f;

// Sample the environment map and get the reflected color + add the normal component to it
float3 envMapTex = reflect(-toEyeW, normalW) + (normalT*gNormalPower);
float3 reflectedColor = texCUBE(EnvMapS, envMapTex);

// Light vector is opposite the direction of the light.
float3 lightVecW = -gLight.dirW;
// Compute the reflection vector.
float3 r = reflect(-lightVecW, normalW);
// Determine how much (if any) specular light makes it into the eye.
float t = pow(max(dot(r, toEyeW), 0.0f), gMtrl.specPower);
float s = max(dot(lightVecW, normalW), 0.0f);


// Get the texture color, and multiply it by how blended it should be.
float4 texColor = tex2D(TexS, tex0) * gTexBlend;

// Weighted average between the reflected color, and usual
// diffuse/ambient material color modulated with the texture color.
float3 ambientMtrl = gReflectivity*reflectedColor + (1.0f-gReflectivity)*(gMtrl.ambient*texColor);
float3 diffuseMtrl = gReflectivity*reflectedColor + (1.0f-gReflectivity)*(gMtrl.diffuse*texColor);

// Compute the ambient, diffuse and specular terms separately.
float3 spec = tN*(gMtrl.spec*gLight.spec).rgb;
float3 diffuse = sN*(diffuseMtrl*gLight.diffuse.rgb);
float3 ambient = ambientMtrl*gLight.ambient;

// Compute the final color: ambient + diffuse + specular:
float3 final = (ambient + diffuse)*texColor.rgb + spec;

// Output the color and the alpha.
    return float4(final, gMtrl.diffuse.a*texColor.a);
}

technique PhongEnvNMTech
{
    pass P0
    {
        // Specify the vertex and pixel shader associated with this pass.
        vertexShader = compile vs_2_0 PhongEnvNMVS();
        pixelShader  = compile ps_2_0 PhongEnvNMPS();
    }
}

1727
Gaming / Re: Who did you vote for in the Smash Bros. Ballot?
« on: April 04, 2015, 08:47:08 PM »
Also:


1728
Gaming / Re: Who did you vote for in the Smash Bros. Ballot?
« on: April 04, 2015, 08:38:41 PM »
I really wish MS didn't own Banjo.
Rayman would also be really awesome.
Working within Nintendo, I'd vote for Paper Mario.  Out of all Mario clones (fucking Dr. Mario...really?), Paper Mario would at least have some uniqueness, considering he had like 5000 paper-themed abilities in the game, and quite a few iconic moves.

1729
Gaming / Re: Who did you vote for in the Smash Bros. Ballot?
« on: April 04, 2015, 02:54:43 PM »


The comment:
Spoiler

1730
The Flood / Re: What are your plans this Saturday?
« on: April 04, 2015, 12:57:58 PM »
Apartment stuff
Figuring out how normal mapping works in DirectX
Vidya

1731
"Will suck dick for snapcash, bitcoin, and farmville credits."

1732
The Flood / Re: Fucking hell, I just bought the best lighter ever
« on: April 04, 2015, 12:51:00 PM »
Yup.  That's a crack lighter.

1733
Gaming / Re: Bungie gave us a lot of great April Fool's jokes
« on: April 02, 2015, 06:11:28 PM »
YouTube


Easily the best one.

1734
The Flood / Re: it's april fools for 40 more minutes
« on: April 01, 2015, 10:21:33 AM »
Yeah, maybe in dingo time.

1735
Gaming / Re: Sep7agon Gaming now sponsored by EA Ronku!
« on: April 01, 2015, 10:12:26 AM »
Shoulda given that copy of Hardline to me to help generate more content ;)

1736
Who dictates that?
Me. Feel free to disagree with me, I don't care. But that's my personal interpretation.
Those set of rules seem a little...picky, for lack of a better word. 

You're entitled to your own opinion, just like I am with mine, and it's not as if my end-goal is to sell the concepts of mods to you.  I really don't care if you hate mods, PC gaming, drinking, etc... but would rather you not voice those opinions so aggressively/offensively/stubbornly.

Anywho: sometimes creation kits and whatnot are separate because the devs want to give players the creative medium of something like Forge, but want to give them tools that run off a separate architecture what the actual game itself runs in.  Good examples of this are Halo 2 Vista's map editor (it's pretty much a beefed up Forge mode that ran in a separate .exe, but was included in the install) and Starcraft II's editor.

Also consider the tool-creation aspect of making a game.  A massive chunk of development goes into slaving over a custom game engine, and as someone who's slaved over game engines, I'd personally be extremely happy to see that my work didn't serve one purpose and then fade into oblivion, and that someone picked my engine to make a custom MLP-themed space-adventure, or some shit, rather than just using Unity or GameMaker.

Quote
Quote
Also, I guess I'm supposed to say a game is trash, since the launcher that allows me to adjust the resolution of the game to something I can see is its own .exe, hence "not inside the game itself".
I would say the resolution of the game is inside the game itself, yeah. You can fucking see it, with your eyeballs, on the screen.
Yes, but the component that allows me to adjust what I can "fucking see, with my eyeballs, on the screen" is sometimes in an .exe separate from the game itself, and sometimes it's not even that, but is a text file that I have to edit manually.  That would make it an edit to a game done from outside, or *pulls sunglasses* a mod.

Quote
Okay.

I don't care what you'd say. I obviously disagree.

But why not let the developers decide whether or not they consider it "pissing on their art"?  Why are you insulted on their behalf?  If they're giving out the tools to the public, I doubt they see it that way.

It's also pretty snobbish, and just plain wrong, to believe that your own creation is infallible, and to believe that no one is better at your job than you.

1737
It's arguable that the Creation Kits that developers like Bethesda release to the public are just as much an "actual part of the game", regardless of the fact that it's a separate program.
It has to be inside of the game itself to be part of the game.
Who dictates that?
Also, I guess I'm supposed to say a game is trash whenever the launcher that allows me to adjust the resolution of the game to something I can see is its own .exe, hence "not inside the game itself".

Quote
There was nothing to respond to.

I wouldn't call developers idiots or bad at their jobs for giving tools like those to the public. I'd say that they don't have their heads lodged up their asses, since they're not believing that their art is perfect, not improvable, must stay pure, and must be looked at the same way by everyone.  Maybe those developers aren't pissed, because those modders show how the game inspired people to try and make their own art, using the game engine that the team's programmers slaved over.

1738
So would you say people piss all over Halo whenever they use Forge mode, in order to make maps that are better than the vanilla ones?
No, because Forge is an actual part of the game.
It's arguable that the Creation Kits that developers like Bethesda release to the public are just as much an "actual part of the game", regardless of the fact that it's a separate program.

Also, please respond to the rest of my post.

1739
So would you say people piss all over Halo whenever they use Forge mode, in order to make maps that are better than the vanilla ones?
 
How is making custom content, in the form of mods, using developer tools that they give out to the public (Arma's toolkit, Skyrim's creation kit, etc...) any more shameful than making custom content in-game, using tools that they give out to the public?

I wouldn't call developers idiots or bad at their jobs for giving tools like those to the public. I'd say that they don't have their heads lodged up their asses, since they're not believing that their art is perfect, not improvable, must stay pure, and must be looked at the same way by everyone.  Maybe those developers aren't pissed, because those modders show how the game inspired people to try and make their own art, using the game engine that the team's programmers slaved over.

1740
Gaming / Re: RTS recommendations?
« on: March 31, 2015, 04:19:54 PM »
I don't play an obscene amount of RTS games, but my favorites were Starcraft II and Age of Empires II.

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