The visual fidelity of this title never ceases to amaze.
The visual fidelity of this title never ceases to amaze.
Per object motion blur perhaps??? Ala Crysis.
Does the in game character drop the expended magazines when depleted? If so, that would subtract the remaining ammunition in the clip from the "pile". Sounds like it could have buggy consequences if implemented via LUA. Careful guys. Keep up the good work.
First comment is kind of terrible but this looks good.
Fantastic game, although I would be very happy if Bioware opened it up to mod support. It could use some tweaking.
None that are any good. It's a damn shame. All of the mods that attempt to recreate Halo are made by poor modders with no teams, have nothing as far as original content, and have no intention of really contributing anything to the fiction of Halo. The only mod that came close was Halogen for C&C Generals, but Microsoft shut it down years ago.
THE FINAL KEEEEYOUNT-DOWN! Wolfire. You guys are amazing. Holy crap.
Nice job. However, I'd say that the explosion particle effects are a little too firebally. More smoke and less fire would make it look more realistic in my opinion. Excellent job anyhow. Keep it up!
Looks fantastic as always. Question though: How will you guys be implementing Anti-Aliasing? And is per-object motion blur in the works also?
Similar to Terragen, but realtime. I hope you guys really bring out the awesome when it comes to grass. Thick and luscious grass...
Your guys' work is simply stunning.
It's nice to see story taking the front seat here. Really hope this all works out for you guys. My only advice, don't screw up on voice acting. Make sure it's good!
Just don't use sprite based vegetation, not even for the grass. Sprites are sooo last gen.
Nice job on the vegetation, it's a tough feat on the Source engine. Kudos.
Yeah dude, Bioshock totally had iron sights.
Can we plan on seeing a Killzone 2 styled first person cover system?
Jedi Strikes Back???? What!?!?!?
I'm glad you guys put a crap load of work into your engine. Are we going to get any word on how it will utilize multi GPU setups?
Some comparison shots would be nice, but it looks good.
Procedural destruction is fantastic, too bad they didn't incorporate Euphoria though.
And you're building this with what game engine?
Planning on using a phong shader? Those are awesome.
So, are the ingame assets downscaled for more room on the map, or are you flying around in the 3d skybox?
Slow and steady guys. Really looking for to Infinity.
What about phong and parallax mapping? Have you guys used those kinds of shaders?
10 million polygons could possibly melt your brain. If not your computer.
Map almost looks too big to be on the Source engine. Kudos to the mappers, and nice job on the first person view, it's coming along wonderfully, keep it up!
PringleX
Caleb joined
This member has provided no bio about themself...