#DERELIKT finally has a new publisher: @HYPERSTRANGE π₯
A narrative retro FPS inspired by Alien Resurrection & Doom 3, with a dash of lovecraftian cosmic horror.
Explore a dark outpost, meet NPCs, solve puzzles & fight eldritch abominations! π
New Trailer too!π
After being on the back burner for a few months the texture regions are finally working
Lets us draw shapes directly on textures to tag areas by material type, each having unique bullet hole decals, impact sfx, particles, and other surface-specific behavior π½
Vertex colors my beloved... They give me life.
They improve the look of my PS1 games so much.
Here are some tips from years of doing around with them in Blender...
noclip is such a fantastic resource, it is really helping me understand how to use vertex colors to make a level pop without any real time lighting. if anyone has any tips, let me know! environmental design scares the hell outta me
Meet the Paleweaver. He's a little upset about being born an upside-down flesh tree that has to walk on his hands. He vents his frustration by jumping on the ceilings and walls and puking acid on whoever he feels like puking on.
#neurostate#uzdoom#indiedev#solodev
Hey!! Figured it's time to update the pinned post
I'm Solace and I'm working on Legion of Honor: a spiritual successor to the classic PS1-era Medal of Honor games.
The project's come a long way since the last pinned post, I'll be marking milestones by pinning them from now on!!
Road to Vostok is now available on Steam Early Access!
Launch price: 14,99β¬ (25% launch discount)
Regional pricing: Provided by Steam
Good luck with your survival! :)
Super rough test but it's just a textured plane that uses the data transfer modifier to project the vertex colors from a hidden mesh onto itself so it looks like the light is peaking through the ice where the snow is missing.
Here is a little breakdown of the surface shader and how the snow blends into the ice, this setup works in blender but when moving to unity there is one more step. I use an addon called "Vertex Color Master" to convert the two mask color attributes to UV channels leaving only the one for lighting, meshes in unity can only have 1 vertex color channel. The shader is essentially the exact same in unity just with those masks pointing to the additional UVs. There could be a more efficient way to do this but that's the best approach I've found so far.
Oh and for the node setup below, I usually turn up the emission strength (showing as 1) to around 4ish which gives the light an illuminating effect
Oh and forgot to mention you can add an additional Texture Coordinate > Mapping node and plug those into the vector of your textures to add tri-planar mapping support