Map, tileset, tile layer loading and related C++ classes are done. Pugi makes the loader code a lot more straightforward to read and write, compared to NSXMLParser. This is the result: Īiming to launch an "early access" build for cocos2d-x in 2-3 weeks from now. ) in favor of getting something on the screen asap. The reader and model classes are mostly complete, I decided to push back the optional data (terrain, tile anims. Ortho and Hex are implemented, Iso is to follow next. Getting rid of the "black line" artifacts needs more testing/research as the concepts used for SpriteKit/Cocos2d-objc don't seem to have an effect (could be a bug though). Still need to add object and image layers. So far, rendering of all map types and coord conversions seems okay. In that process I will port all the remaining little tidbits and once that's done this will be TK v1.0. I will begin adapting the ObjC model classes to use the C++ classes as the actual implementation. It has also been tested on Windows with Visual Studio. This includes about 75% of the features and the most important ones are there. The early access version of TilemapKit++ for Cocos2d-x is now available for 33% off! (until October 30th) Get the early access version here at a 33% discount until October 30th: Porting to C++11 (with STL, Cocos2d-x) will take several weeks, please be patient. Next, create a Sprite node as root of the new scene.Response from the site administrator sitterheim, In the top left of there is a menu with Scene, Import, Tools and Export options, click on Scene > New Scene. To solve this we will utilize Godot's system of node instancing. Great, we have one sprite with a normal map, what about the other 300? This can be done through Scene > Project Settings > Image Loader > turn off gen_mipmaps and filter as described in this video. The second video displays what normal maps look like with anti-aliasing off, for those who want a pixel art aesthetic. Pixel perfect (anti-aliasing turned off) sprites illuminated and normal mapped Sprites illuminated with and without normal mappings Your browser does not support the video tag. You can also change properties of the light to modify its effect on the normal map.Ĭlick on the 2D light and modify texture, scale, color, energy, and mode in the inspector. Use the dropdown to load your normal map's png file.ĭrag around the 2D light to watch it interact with your sprite. 0 ) Īfter doing so, a "Shader Param" section with a "Normal" variable will be added to the Shader. Uniform texture normal //normal maps expect Y-up, but 2D is Y-down, so must mirror this. Go into this Material by clicking on the ">" button next to it.Ĭreate a new shader named normal_es and copy paste the following code: The Sprite's Inspector also has a CanvasItem section, scroll down to it and create a new Material. Light2D also requires a texture, and note that it can impact the color of light emitted (so white's best). Next, click on the sprite and the "Inspector" will appear in the bottom right - add your texture. It will help you understand the best way to architect your game with Godot, and prevent you from having to wrestle with the editor in the future. If you haven't done this before I highly recommend reading through all of Godot's documentation. Open up your Godot Editor and add a Node2D with Sprite and Light2D children. I discovered how to do this through the Godot example. The lit textures would not dynamically interact with game lights, and thus would be more performant (ie static baking). This tool also gives the option to directly save the lit textures as a static. Once you have the sprite looking just how you want it, save the normals by clicking "Export Normals" in the top tool bar (paid version required). There are a bunch of tools to manually modify sprites, I used bevel (width 16, height 100%, smoothness 8%) + emboss (height 100, smoothness 1).Ī few clicks and it's ready to go without any manual editing (though you can edit with the height, angle, structure, etc tools). Since normal mapping is more common for 3D, there aren't too many 2D tools available to create them, but a great one is SpriteIlluminator ( $40).ĭrag your texture into SpriteIlluminator's editor. They can turn dull, low-polygon models into vibrant textures, and thus help combine performance and beauty. spriteilluminator, 1.5.4-2, 4, 0.00, Tool for creating Normal Maps. Our reprocessing solutions help protect valuable surgical instruments to increase productivity, and help enhance patient and staff safety. STERIS offers integrated products and services to address your sterile processing, instrument management, and reprocessing needs. Normal Mapping is a lighting technique commonly found in 3D games for creating the appearance of bumps and imperfections on a texture. X-ray Detector Software for processing single-crystal monochromatic diffraction. Sterilization Solutions & Sterile Processing Equipment.
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