Friday, February 21, 2014

Trading Normal Maps for Overlays in Construct 2

Overlays might be the better option in Construct 2

I don't know how or why it dawned on me, but last night the I realized that there was a problem with using Normal Maps over my 2D Animation: You have to flip the normal maps too.  Well, if I flip the normal maps when I flip the player art, the shadow stays in the same place.  That's no good at all.

So then I started playing around with palette swapping.  Basically, my normal maps are just 2 colors.  I just want to tell it where to put the shadow.  Well, why not just tell Construct 2 to change blue to purple and purple to blue whenever the player is going the opposite direction.  My first problem is that I can't do those simultaneously.  I tell the program to turn blue to purple and then I have all purple.  Next I tell it to turn purple to blue and it takes that ALL purple art and turns it ALL blue.  Ugh.

So I came up with making my maps black and white.  Then, I can tell Construct 2 to turn each color whatever I want when I want.  Problem solved.

It was then that I realized that maybe I didn't need a Normal Map after all.  I mean, Its really only letting me control what part to make darker or lighter.  Its not letting me put any kind of tint to the art.  I can put any blues in my shadows or cast a yellow light in the highlights.  So why not just do the same thing I was going to with the normal maps, but pick a highlight color and a shadow color?  Now I can do some day and night version of levels, silhouette my characters, use high contrast lighting during explosions, etc.

I'm excited about this change up and think that I can dynamically change the look of my game.

2 comments:

  1. Thanks for taking the time to discuss this, I feel strongly that love and read more on this topic. If possible, such as gain knowledge, would you mind updating your blog with additional information? It is very useful for me.

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  2. normal maps may be referred to as a newer, better type of bump map. As with bump maps, the primary issue you want to recognize approximately regular maps is that the detail they devise is likewise faux. there is no extra resolution brought to the geometry to your scene. in the end, a normal map does create the illusion of intensity detail on the surface of a version but it does it in a different way than a bump map. As we already recognise, a bump map uses grayscale values to offer both up or down facts. A everyday map uses RGB records that corresponds at once with the X, Y and Z axis in three-D area. This RGB records tells the 3D utility the precise course of the surface normals are orientated in for each and each polygon. The orientation of the floor normals, frequently just called normals, inform the 3D application how the polygon have to be shaded. In mastering approximately ordinary maps, you ought to realize that there are two completely different sorts. these two kinds look completely distinct when considered in 2d space. The maximum usually used is called a Tangent space ordinary map and is a mixture of ordinarily purples and blues . coin-banks bitcoin

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