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Comment History  (0 - 30 of 61)
Tefjuehgbg
Tefjuehgbg - - 61 comments @ What's the Scouter Say About his Power Level?

You should have the effects be resized based on the pokemon's bounding volume.

Good karma-1 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Pokemon Generations v.1

This is exactly how I imagine anime water in 3d :)

Good karma+6 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Pokémon: Generations

Oh cool. Can I join? (some of my stuff: Indiedb.com )

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Sell menu

Buy menu finished too.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Cg or GLSL programmer wanted

Filters aren't necessarily more expensive than shaders on individual nodes. Not very important, just saying.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Cg or GLSL programmer wanted

Well again, its a filter now, applied to the final frame, not individual objects. Adding it as a vertex+fragment shader for only specific models would require to also rewrite the shaders generated by Panda automatically (like for cel shading). Again a shader programmer job.

Another option is putting the outlines in the 3d models, by modelling a slightly bigger black mesh with inverted normals. This looks best, but requires a lot more work from the 3d modellers, especially for rigeed meshes.

Maybe I could get away with a filter by using double-pass rendering, but that could affect performance too much. And even here I'll need a shader programmer to write the filter.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Cg or GLSL programmer wanted

Well I suppose cubic shapes are possible (even then the outline can be destroyed by texture filtering), but try to do that for barrels, etc.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Cg or GLSL programmer wanted

Right now its a filter, in other words its applied on the final rendered frame, not on individual nodes, so applying it only on characters is not as easy as it sounds.

Either way, it has nothing to do with DX/OpenGL materials, its a shader effect. Maybe some 3d modellers allow to apply it as material setting, but in the end a shader is used internally.

I don't really see how using outlines on a texture will be a replacement. Unless you were sure the camera location is static, there's no way to use textures for real outlining. Prove me wrong.

And that algorithm you mentioned seems to give good results, but again I'm not a shader programmer. And the shader would need to be more complex to take into account depth values, otherwise we might end up with outlines on the Sky node.
Anyway, if you know of any shader programmer, please let them know.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Interactive objects #2

There's gonna be a public demo soon anyway, so why bother?

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Interactive object - Cuttable tree

This is how it looked in gen2. Has it changed?

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Interactive object - Cuttable tree

not optimized for ninjas (aka uploaded a minute ago)

Good karma+4 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ better ocean

Considering both use the same graphics APIs and shading languages, it just seems you looked at some eyecandy on their site and assumed it's superior.
As for easier, you mean you've tried both?
Unity is just the 3dsmax of game engines.

Good karma0 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ y-u-no-process

Probably too much traffic for them today.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ y-u-no-process

Just wanted to make sure it wasn't my video codec causing processing failures.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ bag/pack wip

You can kinda guess by comparing the two images posted here.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ A New Direciton

Unlike email, many games don't need internet connection. So I don't most games moving to the browser anytime soon. And I don't see an issue with installing plugins to run Unity or Panda games, at least you can also make proper standalone versions of the games as well.

Plus pure WebGL will require far more development time.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Title screen theme

I didn't make this, but:
1. Saying something is awful isn't constructive crit, unless a way of improving is suggested. Even then it's too harsh.
2. Something sounding like techno doesn't mean it's bad, but that aint techno either way, it's called a synthesizer. I'm a fan of orchestral remixes myself, but that doesn't make this bad.

Good karma+2 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ ocean

Actually it looks better. Just noticed that the converter made it 2x faster.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ more work on NPCs

Video Description

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Red pokemon Trainer

got crits? post here: Pokemonorigins.forumotion.net

Also, Red is based of Red from Pokemon Red/ Pokemon Special. Not Red from FireRed or Ash.

Good karma+3 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ grass test

Grass patches, like any other objects, can have LODs, which means at certain distance from camera they will be replaced with some other object or replaced with nothing.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ grass test

Used to have a vegetation map, but for this kind of game it seemed pointless. It's easier to have grass patches you duplicate and place in the 3d editor.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ NPCs

sure does

Good karma+2 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ NPCs

Sorry Boss

Good karma+2 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ NPC: Prof.Oak Pokemon Origins

No.
Actually by that image I wanted to show it is how it should be. Oak's a wide guy, but not fat. No?

Good karma+2 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ small tree texture edit

We don't know who'll be making those areas, but likely yes.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Route 1 v2

I don't know, the harmonica can quickly mute other stuff.

Good karma+2 votes
Tefjuehgbg
Tefjuehgbg - - 61 comments @ improved starscape generator image #2

With normal texture you can't animate the brightness of each start. I wouldn't worry about performance, the start sprites don't use the depth buffer, the render order of the sky components is hardcoded. But if it would be an issue, I could always go back to rendering a starfield texture, don't worry.

Good karma+1 vote
Tefjuehgbg
Tefjuehgbg - - 61 comments @ Pallet house v2

Are you from the future?

Good karma+11 votes