I go oldschool pixel by pixel.
Also speaking of tiling, I did the plank texture blind, and just today I patched couple of them together to discover that I managed to do it without tiling errors.
don't know about the rest, tough
also if you guys happen to need an artist or something, I'm up for the job since I really don't have anything to do
I sent your mate the updated stuff
I made two different log textures that fits with each other or with the same texture.
This looks amazing. Thanks for posting a link in the Wiremod forums, or I would've never found this.
Have been making some progress in the landscape-generation department. I'm using trilinear interpolation to generate caves and possebly overhangs soon.
Here are some pics! (The heightmap here is simple bilinear interpolated, not very pretty)
Just caves, no heightmap
Caves with heightmap
Slightly larger caves, might use these in certain areas
Finally, a very dense cave system (this was acctually a bug, there's way to many faces to render. Look at the FPS )
As an extra treat, here's some pics from the very first verson of the engine... They are about 5 months old
so the problem when you scale down the block size is that the large amount of faces to render will lag?
Look at the size of that thing
would be super cool if the generator managed to create random bridges in the caves
So have you guys decided about the textures yet?
We're working hard on porting the graphics-engine to OpenGL.
We'll release a playable alpha as soon as we've solved this little problem:
Along with some other small issues
Looks like Mirror's Edge Title city
I can't wait to mess around in the alpha
so, about my textures?
Umm, guys... We just had a meltdown at our local power plant...
Silly Matte, trees can't grow on the sun.
Do me a favor and keep the trees packed that dense, there's something neat about a sudden thick treeline.
Facepunch Deforestation Services now hiring
I finally figured out how to do the textures! Here are a few pictures of our engine in OpenGL:
Preparing to release a very limited trial with OpenGL in about 10 minutes.
It will be present in the following teaser release, but will be fixed before the first real alpha version.
Matte is uploading the teaser now
Here is a (very limited) teaser, with almost everything disabled. The reason is that we just ported the engine to OpenGL (which should make it run on any windows computer with .net 4), and haven't had the time to enable all the features yet.
Enjoy the Umbra Voxel Engine 1.2 teaser!
-- Link removed, it's deprecated
Test it and post your results here!
If anybody wants to replace the texture file (in the Content folder), the file should be a .png with 16x16 textures. The individual textures can be any with as long as they are equally big. The location of the blocks are the same as in Minecraft.
BTW, the engine requires at least OpenGL 3.2
Not anymore. New links should support anything from 2.1 and up.