sandungas
Developer
Thanks for taking care about this detail, the disaligment is not much notable when the cover is "on focus" (not problematic), but in the perspective views "out of focus" it have an important impact in the location of the rounding effects in the edgesYep, I translated the cover a little bit on the left 0.1 to be sure the texture is ON the gamecase. I also I added 0.1 to the thickness. If I don't do this, sometimes the gamecase will be over the cover, we won't be able to see the cover properly.
I didn't expect someone to see this gap, i'll reduce it.
Lets say... the "rounding" visual effect in the curved edges of the cover full have a size of around 12 pixels (im counting the pixels of the gradient/shadow area that had the normal vector inverted and you are going to "flip")
A displacement of 2 or 3 pixels in that area would be aceptable, just a couple of examples:
-For a range of 12 ---> a displacement of 2 would be like 18%
-For a range of 12 ---> a displacement of 4 would be like 33%
-For a range of 12 ---> a displacement of 6 would be like 50%
I dont know how much displacement we have now, but is notable in the perspective view (im guessing is something around 4 or bigger)... also what you mentioned about the other displacement in Z is cummulating. The disalignments we see in the perspective view "out of focus" is the result of two displacements in X and Z axis
Dunno, im not going to continue searching for problems related with that edges, because it seems after the changes are going to look a lot better
Btw, i remember to see some code related with images where it was needed to display several images in the same position, and what they was doing was to "stack" them like this
layer 1 position Z = 0
layer 2 position Z = 0.01
layer 3 position Z = 0.001
layer 4 position Z = 0.0001
Etc...
I dont know how much decimals allows tiny3d... but this trick works nice because this small distances are not really represented in the screen
I mean... are smaller than 1 pixel of the screen, visually 0.01 and 0.00001 is exactly the same... so only matters in the code
And please, do this change too
My arguments to suggest this is because the actual white color of PSP and PS3 cases is damaging the light/shadow visual effects...have you thought in changing the color for PSP and PS3 to something a bit like... #DFDFDF #EFEFEF... or with a bit of blue... #CFCFDF #DFDFEF
In the same way you avoided to use a pure black for the PS2 case (to preserve the shadows)... you should avoid using white (to preserve the lighting)
Also, by replacing the white color by any other we are not breaking the realism because doesnt exists PS3 cases in white anyway
The colors i suggested are a bit closer to the plastic material used in PS3 and PSP cases... but personally i dont care much about the color (blue would fit and look well, is not official either, but if you prefer to use blue i would like it too), if im talking about this colors is because i want to restore the lighting effects
Last edited: