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Messages - GrimmGames

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Other Packages / Re: FOW - Flickering in Linear color space
« on: May 31, 2014, 02:52:41 PM »
As far as I'm aware, Unity didn't provide any way of bypassing linear lighting sampling on textures created at run-time. Only via texture import settings.

My good friend Lea Hayes just pointed out that there is an additional bool in the Texture2D constructor for linear color space, just after the mipmap bool:

Texture2D(int width, int height, TextureFormat format, bool mipmap, bool linear);

Setting this to true enables the FOW system to work properly in linear color space.

Cheers!

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Other Packages / FOW - Flickering in Linear color space
« on: May 30, 2014, 11:28:58 PM »
Hi Aren,

I switched the unity color space to linear, and now the FOW asset flickers during startup and during reveals.


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Other Packages / Re: Tasharen Fog of War
« on: March 07, 2014, 03:43:33 PM »
Thanks for the information Aren.  Unfortunately, I have been unable to make a door that blocks and unblocks the player's revealer based on it being opened or closed.  Can you explain how to set this up?  Thanks!

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Other Packages / Re: Tasharen Fog of War
« on: March 07, 2014, 08:36:48 AM »
Hi.  I have two questions.

1) Is it possible to save and load the fog of war state?  i.e. I don't want the player to have to uncover the same areas twice between play sessions.

2) Is it possible to have dynamic LoS objects like doors or other objects that might be moved. i.e. I want things like doors to block the LoS check locally until they are opened or removed.

Thanks!

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