Hi. Many (many many and many) years ago, MuddyMole/Sketchy made an example that utilizes a 3D shader to create a Pseudo 3D effect for buildings and walls, under this thread right here:
Thread
Pseudo-3D Lighting Engine
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This is based on my earlier GTA example, but with a lot of changes.
It makes heavy use of Werbad's 3D shader, so requires HWA to function.
Features:
* Pseudo-3D walls (á la Grand Theft Auto),
* Array-based map editor / loading,
* Improved performance and bug fixes,
* Darkness effect (screen fades to black at edges),
* 360° shadow-casting effect (casts accurate shadows on the ground),
* Line-of-sight effect (hides walls if there is no line-of-sight),
* Variable…
This is based on my earlier GTA example, but with a lot of changes.
It makes heavy use of Werbad's 3D shader, so requires HWA to function.
Features:
* Pseudo-3D walls (á la Grand Theft Auto),
* Array-based map editor / loading,
* Improved performance and bug fixes,
* Darkness effect (screen fades to black at edges),
* 360° shadow-casting effect (casts accurate shadows on the ground),
* Line-of-sight effect (hides walls if there is no line-of-sight),
* Variable…
MuddyMole
However, as of the newest version of Fusion, the walls of the example are completely distorted and broken for some reason:
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Is there a solution for this? A new example or perhaps a new shader to replace the old one? Would be highly appreciated.