Hey everyone so this week i got some stuff done, changed some other stuff due to feedback and mucked around alot with shaders again.

The great thing is the shaders been fixed, i got some help from a lecturer and he helped me solve what was wrong with it as well as improving it to.

On top of this i also changed the shape of the HUD so that it didn’t take up as much screen real estate, some of the feedback wed received through testing was complaining about how the HUD was to in your face, which looking back on it now it did and had to be rearranged, Example below.

ScreenCap

Essentially we just tried to spread everything out on the top of the screen then have it drop down closer to the center of the players view point, The original HUD was to decrease player eye movement around the screen however this caused it to be to in your face, so we sacrificed that and changed it to this, although the player has to look around more it shouldn’t be a problem.

So on top of viewing that image you can also see that the Sobel edge shader is fixed now, Once i had a lecturer in to help me on the shader it only took a few hours to figure out what needed to be fixed and as well as this he helped me improve the how the shader blends out to un-cell shaded areas using a fade off value that he showed me how to create, All in all i’m very happy with the outcome of it and i look to trying to learn more about them, I also plan on using this shader in the future for my own project which i will be trying to make the time to work on it during this trimester and the coming one.

And finally i edited the player area by swapping out the bsp brush that the character walks on with a static mesh to so that i could create some more interesting geometry, however this isnt finished yet to ill leave it to a later post before i show it off.

Bye!

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