New ET:QW In-game trailer released
lol, what did the strogg do with that implanting thing? Looks cool.
What amazes me about the screenshots is that everywhere I see really specific animations. Like the guys jumping out of the helicopter, instead of the character just standing and falling down, he really jumps out, holding his hands against the body of the helicopter for stability. That's cool stuff.
What amazes me about the screenshots is that everywhere I see really specific animations. Like the guys jumping out of the helicopter, instead of the character just standing and falling down, he really jumps out, holding his hands against the body of the helicopter for stability. That's cool stuff.
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- Posts: 153
- Joined: Tue Mar 08, 2005 4:29 am
Zombie -
regarding optimisations, is there anything you can share/discuss? In those vids, I noticed you're still using old stencil volumes even on static geometry. Do you precalculate the extrusions? (which only solves half the problem anyway) Wondering whether a baked lightmap solution would be better (look and performacnce) for static geometry?
I see here (http://img356.imageshack.us/img356/9008 ... t015yw.jpg) the buildings aren't casting, which results in unnaturally imlluminated areas (such as in that little room) but you can't really slap stencil shadows on everything... do you guys have a thread over at SplashDamage on this?
After playing with UE3 I've found it has a very solid lighting solution that caters for pretty much all situations - majority of it being baked directional shadowmapping...
...ok, off-topic, but I'm always very interested in how different studios tackle the lighting and shadowing problem!
regarding optimisations, is there anything you can share/discuss? In those vids, I noticed you're still using old stencil volumes even on static geometry. Do you precalculate the extrusions? (which only solves half the problem anyway) Wondering whether a baked lightmap solution would be better (look and performacnce) for static geometry?
I see here (http://img356.imageshack.us/img356/9008 ... t015yw.jpg) the buildings aren't casting, which results in unnaturally imlluminated areas (such as in that little room) but you can't really slap stencil shadows on everything... do you guys have a thread over at SplashDamage on this?
After playing with UE3 I've found it has a very solid lighting solution that caters for pretty much all situations - majority of it being baked directional shadowmapping...
...ok, off-topic, but I'm always very interested in how different studios tackle the lighting and shadowing problem!
