With the help of our level builder being updated to support exporting different shader types, as well as variables (lightPosition, lightColor, ambientLightColor, shininess, specularPower) for the Normal Mapping, I updated our DisplayModel.cs to dynamically set these for each model based on the level builder's exported XML file. Additionally I was able to also update the Particle Effects code to also take advantage of the level builder's XML file to dynamically place particle effects wherever they are listed in the XML.
Here are some examples of the ability to set dynamic lighting:



I have also fixed a couple of bugs. Normal Mapping was not set properly on our dragon, platform_squre_brickmoss, and wall FBX models. Here is the updated platform_squre_brickmoss:


There was also a problem where if one of our Ninja scrolls with text was displayed on the screen, any particle effects that were behind it were being seen through it. I updated the show and hide methods of the scrolls to also turn on and off particle effects as needed to fix the problem.
Another bug that was found was if a player exited game play and went back to the initial start screen, both the water and skybox would not unload and would be visible. I added code to unload both of these on the pause screen and upon exiting the level.
Lastly, I was asked to take lava textures created by one of our artists and implement it with the water effect. Here are some video and picture of the textures in game:

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