New style for the main 3D view - (26. November 2006) |
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Filed under: Project "W" — Sascha Willems @ 17:42
If you take a look at the screenshot on the left you’ll quickly notice that it has changed drastically from the earlier versions and I myself feel this looks and feels much better than the old version. First there is the sky background, which is different depending on the nation you choose (that’s one part of the uniqueness of the different nations, the player should always directly see what nation he choosed, so besides the different backgrounds I’ll als add minor differences to the UI depending on the selected nation). Second is the rippling (and moving) reflection on the ground which adds some dynamics to the scene itself. And lastly the earth is now using an advanced shader for rendering it’s surface. The shader itself was done by 3DLabs for one of the Workspaces in Rendermonkey (but can be freely used as long as it’s mentioned) and uses a base-texture, a night-light map and a cloud cover. It’s got a moving night-day border, so while playing you’ll see the how that border slowly moves across the globe (another one for making the scene look less static). In addition to that I also added glowing region borders to the shader. So much for now. I really like the new style much more than the old one. It’s dynamic (and therefore not that boring as the old one) and makes the earth look more plastic, therefore giving you more of a “it’s mine!”-feeling than the old view. |
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After putting a many hours into the latest Guild Wars Chapter (and still enjoying it) I returned to work on PjW again.
One of the parts back from the old version still in the current build was the nation selection screen, and I really disliked this one. So after having the initial idea on how the new one had to look, I did a quick drawing of my new ideas and spent the last few hours on creating a new one. This one looks much more polished and clean and I really prefer it over the old one.
You can see both versions of the nation selection screen below (click on it for a bigger picture), with the new one being the one on the left :
Looks a lot better, doesn’t it? What you can’t see in the static screenshot are the dynamic water reflections which are realised using noise and a GLSL-shader. As you can also see it’s still not totally finished, but adding descriptions and the few other missing minor things should be done quick.
So stay tuned for more news to come…






