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Are you interested in playing project AXSX?

1: Are you interested in playing project AXSX?

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Project AXSX (2013 and Beyond) New Poll, come vote ! !

#766 User is online XRick 

Posted 13 September 2018 - 05:57 AM

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No chance of some new video(s) of your endeavors? For curiosity's sake.

#767 User is offline Andrew75 

Posted 13 September 2018 - 08:17 AM

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Nope not yet lol

#768 User is offline Andrew75 

Posted 16 January 2019 - 08:01 PM

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Well guys, small update here,
Took awhile but finally got a good prototype going for matching Fisheye to sprites in Unreal 4. Sure we had something going in UDK, but not with using 360 degrees worth of sprites rendered out to a single sheet containing 1024 individual sprites. The goal is to be able to match these against the Fisheye effect as close as possible,
Right now we can match only when moving the camera up and down or side to side, Moving the camera in and out also effects the Vertical up/down and horizontal Sides.

If you look below, you can see that the test sprite's sides match up with the sides of real blocks with firsheye applied.

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Showing off more adaptive depth angels
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Same with the tops

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However when trying the mix the 2, Virtical and Horasontal, this is where things start to break visually (the issue only happens at the top or bottom diagonal side locations of the view, they work directly above or directly to the sides correctly when combining, i have a few hacky methods that i have attempted to get around this, but they don't work perfectl. Currently experamenting around with some other ideas, cause ehh i don't think doing it hacktacular is a good idea.


Wish i was a math master, because this next screenshot is just unacceptable ...…

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This post has been edited by Andrew75: 16 January 2019 - 08:08 PM

#769 User is offline Andrew75 

Posted 16 January 2019 - 11:20 PM

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Kinda Getting there,,, but its still off a bit....there's a bit of an odd rotation still present as the sprites get further away to the sides.

Still better than one of the old versions I left in the screen to the left.


P.S. oops I let it leak. remnants of some blocks that shatter when they fall to the ground. ( oh wait that's nothing new, was in UDK version XD XD XD)
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This post has been edited by Andrew75: 16 January 2019 - 11:31 PM

#770 User is offline Andrew75 

Posted 20 January 2019 - 08:15 PM

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Little glitch I noticed when flipping sprites.
Watch closely when sonic is facing towards the camera.
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Many animations from X-treme are in most cases renders of only 180 degrees of a model, and well one would think that simply Mirroring the frames would produce the complete 360 degrees needed visually. But no! that's not the case.
Instead! You end up with , uhh, well with some pretty broken looking BS.

So, uhh, to fix this mess, I used a little math trickery to progress the running animation ( by Adding, yes talking about "+" here guys) 8 frames ahead where the leg swings back into position.
Lucky us, it lines up with the non flipped sprites leg position.
So with that figured out, I used a little magic, and made it so that when we flip sprite, than 8 frames progresses ahead automatically, and Boom!! We got ourselves a consistent rotation visually.


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The Sprite Set:
Mirror than skip to 8th Frame
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The magic Shader Material section only used for the mirroring and corrections:

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The full sprite material spaghetti birdnest graph thingy! Just to give an idea of how much work went into something so simple:
Wait but its not even finished yet! OMG!
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This post has been edited by Andrew75: 20 January 2019 - 09:14 PM

#771 User is offline Jason 

Posted 20 January 2019 - 10:44 PM

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Why is it that what seem like simple problems require complex answers, especially in computers? Good work.

#772 User is offline High Fidelity 

Posted 22 January 2019 - 07:21 PM

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Good to see you still working hard on this, and thanks for the update!

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