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  1. #1

    Rendering Game tokens like in Card Dungeon?

    Hi folks,

    maybe you saw an tutorial/article before that explains how the 2D monster /player game tokens were rendered in games like Card Dungeon or Card Hunter?

    I think it might be some kind of shader as I can't imagine that for each monster a 3D model was build.

    Did you came across over this before?


  2. #2
    Super Moderator Petr Schreiber's Avatar
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    Hi Mike,

    I did a very shameful variation to this in the past:
    - render 8 quads, tightly packed one behind other
    - first quad with proper character, alpha masked
    - the rest with color reset to white, keeping the alpha

    Don't do it at home! (But it worked for objects in longer distance, like these...).
    It was expensive alpha-test wise, but with just a few quads...


    Petr
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  3. #3
    Thanks Petr for your idea. Sounds good, how did it look when you circle the camera around it? I am sure the gaps were showing, or?

  4. #4
    Super Moderator Petr Schreiber's Avatar
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    In original solution, I solved it (partially) by collapsed quads (looked like letter V from top).

    I was thinking about it again now, and I bring new solution with slices + vertical and horizontal beams.


    Petr
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    Last edited by Petr Schreiber; 28-03-2016 at 19:36.
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  5. #5
    Looks great. To bad I can't test it with my own images. PNG is not supported and when exporting to TGA, it says the file format is not supported.

  6. #6
    Super Moderator Petr Schreiber's Avatar
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    You should be able to use own TGAs.

    Open your PNG in GIMP and when saving:
    - uncheck the RLE compression
    - choose left down (maybe bottom down, not sure) option

    This way it will work. Loading PNG is possible via custom wrapper using TBGL_MakeTexture + GDIPlus.
    I cannot find it at the moment, but I will try again.


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

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