at least this one is playable for me, 1 tip is could improve on turret control so when arrow key released it stops moving, twice as much work stopping it all the time otherwise, many players also prefer to invert the Y axis so needs custom controls object for that, not sure if you included that in caged but you should have?
Thanks indiedev. models and texture wise , im going in a new direction. This project is seperate from caged photon , so all the character models are still going to change9they might not even look human , for this one) (I just wanted to see If I could make a fake crowd of characters). Im going to try and implement an LOD system or a 'visible only on near proximity' to populate the interior with props. the turret controls can be switched from arrow keys to mouse movement, just hit Lctrl to switch between arrow keys and mouse. your input is always helpful Indiedev
i don't get why you used a 4096 texture, scalewise it's overkill unless the player can see 1/4 of 1 tile of it filling the entire screen vertically, running on a screen at 1080p. even then it'd be better to tile a 2048 texture twice as much to get the same detail, or 4x 2048 tiling would actually double the detail, as 4096 stretched too much can still look low res. the formula i use for each texture is:
1080 / amount of tiles vertically visible at closest desired range [like standing in front of a wall] = texture resolution [rounded to nearest power of 2 sizes] e.g -1080/2 tiles=512 texture ---------------
if the 4096 was a texture atlas for almost the entire level with 16 seperate 1024's in it that use would be a good one.
Thanks indiedev . i used 4k map because i dont know how to use light maps. so i baked the shadows , diffuse , spec and bump into one map, because the enviroment model has alot of desks , chairs and beds , and they're all in different places , i had to use one big map to get all the shadows and lighting in the right place, for each object. if I wasnt baking the shadows and lights in one map, I would have just tiled the same map accross the whole model. but I saw that there is a tiled light map shader that shadmar made . i just have to get a tutorial on how to make light maps. any help would be apprecieated . thanks again for the comments.
i use sketchup, which doesn't have built in shadow baking, so you are asking the wrong guy here, i also don't need light maps as yet as i use surface based shadows, textured shadows [which you could call manual light maps] and minimal shadow casts only when really needed.
Hello . here is video number four of Planet of the Invaders. showing the new enviroment textures, which dont use realtime shadows at all. thanks to Shadmars shaders and the tutorials on how to use those shaders.
i noticed in the demo you had some non power of 2 texture sizes [like 1164x511 instead of 1024x512, etc] be aware that doing so requires the gfx card to convert these to nearest x2 sizes, causing some lag. it's better to stretch or shrink the image to nearest x2 size, then rescale it to the odd size in the model software
as you also likely know it's best to use .dds with mip-maps baked in for the final optimize [just use .png or .jpg during dev only]
the other method [shader] just uses 1 big lightmap texture over the whole 1 model instead, similar to your baking, but i think you can also tile the base texture seperately, so that seems the best method.