Whole KaM tileset (ready for animation)
PostPosted: 23 Jun 2009, 07:52
So I did took ~100 screens from KaM and cross-compared them one to another. Here's what I've got:
http://krom.reveur.de/Temp/KaM%20Tile%20Resource.rar
You are free to use tese results in any KaM related projects
In KaM Remake I did it like so:
Render base static layer
Render looped water layer
Render looped swamps layer, increment every 3rd frame
Render looped waterfalls layer
This algorithm is not optimal, each new layer gives ~10% performance drop (30% for all), but gives best KaM look.
http://krom.reveur.de/Temp/KaM%20Tile%20Resource.rar
You are free to use tese results in any KaM related projects
In KaM Remake I did it like so:
Render base static layer
Render looped water layer
Render looped swamps layer, increment every 3rd frame
Render looped waterfalls layer
This algorithm is not optimal, each new layer gives ~10% performance drop (30% for all), but gives best KaM look.
- Code:
  1: glBindTexture(GL_TEXTURE_2D, TextT);   2: glBindTexture(GL_TEXTURE_2D, TextW[AnimStep mod 8 + 1]);   3: glBindTexture(GL_TEXTURE_2D, TextS[AnimStep mod 24 div 8 + 1]); //These should be unsynced later on   4: glBindTexture(GL_TEXTURE_2D, TextF[AnimStep mod 5 + 1]); [/quote] Things to solve: There's no sand under water "hills" yet, but I have an idea - render sand in base layer instead of water tiles and render flat/unshaded water on top.