Page 1 of 1

Whole KaM tileset (ready for animation)

PostPosted: 23 Jun 2009, 07:52
by Krom
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.
  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.

PostPosted: 23 Jun 2009, 17:20
by JBSnorro
Obviously you've been busy! :P
But you're link doesn't seem to work.
And as for the sand, I think that in KaM it is draw first, and the waterlayer on top is only drawn at pixels where both x and y are odd(or even, doesn't matter)

When I can download your stuff, I'll be sure to do so

PostPosted: 23 Jun 2009, 17:22
by Krom
Link fixed, forgot to convert whitespaces :D