Feature 7
The fog was pretty simple to implement. Following the video Chris posted gave me the basic setup….. really all of it. I just needed to change the size of the rectangles to make the fog cover all of my terrain, or at least one side of the terrain. Implementing fog was a lot like water […]
Feature 8
This feature was pretty straight forward for the most part. However I did make quite a few tweaks to the code to make it better for my situation. The first problem was that my whole map is a bunch of objects in one program. I could have obviously put each part of the map in […]
Feature 6
The implementation of water by itself wasn’t all that hard. However all the videos that lead up to the water video were assigned to my partner and I didn’t have time to view those yet. So going through all of those videos to find what I needed was a bit time consuming, but glad I […]
Feature 4
If I followed the video correctly that Chris posted about this it would have been a lot easier. However I decided to ignore the fact that you need an image that is square. Debugging this issue really wasn’t easy. I ripped apart all of my code and was still clueless since everything compiles okay and […]
Post Mortem Feature 3
This feature was rather easy. Chris supplied all of the code from his specular lighting video. The one mistake I did have was not normalizing the light_direction vector. That made the lighting look rather interesting, but not what I wanted. ttp://youtu.be/IRlxQfpEw-o
Post Mortem Features 1+2
I decided I didn’t really want to create a terrain on my own so I searched for some terrain online. I figured there would be a halo community with a lot of it and I ended up finding http://hce.halomaps.org/index.cfm. There are a lot of models people created on here that you can import into blender and […]