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TOPIC: Texture questions

Texture questions 1 week 4 days ago #3732

Hello! I'm a brand new potential user, and I watched a few tutorials on YouTube, but they are all 11 years old, and I wanted to make sure Cyberix3D is able to accomplish the aesthetic I want for my game before I dive in. :) I have a few questions.

1. Can objects like cubes have a different texture for each face, or do I need to create separate objects with separate textures?

2. Can objects have animated textures?

3. Can the game as a whole display without any anti-aliasing or blurring of textures, and instead have a sharper pixelated look?

4. Can enemy characters have a "billboard sprite" look, like in the DOOM games, where the character does not used a 3D model but instead uses a flat animated image that always faces the camera?

Thank you so much! Cyberix3D looks like a very fun program, and I'm excited to try it out. :)
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Texture questions 1 week 3 days ago #3733

  • cyberix3d
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Welcome to Cyberix3D! Great questions — here's where each stands:

1. A different texture per face of a cube: the Cube is already built for this. If you give it a Minecraft-style texture (a single image laid out so each face maps to its own region), every face comes out with a different look — no need for separate objects. You can find textures like that online and tweak them to your needs, or make your own texture in the same format.

2. Animated textures: the way to do this today is a single "sprite sheet" image that packs many little frames, and then you step the texture coordinates each frame — change offsetU offsetV together with scaleU scaleV so only one frame shows at a time, which reads as an animation. You can see a live example in the FPS example game: the fire is an animated texture done exactly this way. (We're also planning to add real animated-texture / video support in the future.)

3. Sharp, pixelated look (no blur): yes! Set Smooth="0" on the Material — that turns off the smoothing filter so the texture stays crisp and pixelated, just like Minecraft.

4. DOOM-style billboard sprites: yes, and there's a ready example in the FPS example game — take a look at the fire. It's a Plane with a Loop inside it running a command that makes it always face the camera. Put your character on a transparent PNG on that plane, and combine it with the frame-stepping from #2 for an animated sprite enemy.

So the pixelated aesthetic and billboard enemies are both achievable today. Have fun building!

— Cyberix3D Team
Last Edit: 1 week 3 days ago by cyberix3d.
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