New ET:QW In-game trailer released

Open discussion about any topic, as long as you abide by the rules of course!
R00k
Posts: 15188
Joined: Mon Dec 18, 2000 8:00 am

Post by R00k »

Well I got the largest but it won't play with my QT alternative.
l0g1c
Posts: 1838
Joined: Tue May 07, 2002 7:00 am

Post by l0g1c »

Digibob...now why does that name sound familiar? :icon32:

Grats on getting into SD Zombie13 :icon14:
Tsakali_
Posts: 3778
Joined: Sat Feb 12, 2005 5:46 pm

Post by Tsakali_ »

hmm, I dunno it has a very arcade like feel to it, I'd much rather a more subtle feel like the original ET

it was kind of a turn-off.
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Post by Eraser »

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.
Wizard .3
Posts: 529
Joined: Sun Mar 19, 2000 8:00 am

Post by Wizard .3 »

Eraser wrote:lol, what did the strogg do with that implanting thing? Looks cool.
I think that was the strogg equivalent of a medic. He probably 'primed' the body so a teammate can respawn there.
urgrund777
Posts: 153
Joined: Tue Mar 08, 2005 4:29 am

Post by urgrund777 »

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! :)
Zombie13
Posts: 103
Joined: Sat Feb 26, 2005 1:33 pm

Post by Zombie13 »

digibob wrote:They locked me away, slaving on this game :(

But now i'm free, to reign terror upon this world once more!
You're still a n00b though :) *whipes chilli from his eye*

Cheers L0g1c!

Z
digibob
Posts: 14
Joined: Tue Feb 15, 2000 8:00 am

Post by digibob »

Zombie13 wrote: You're still a n00b though :)
Coming from the guy who i told before he started eating "hey, don't get any of that peri-peri in your eye"...
Zombie13
Posts: 103
Joined: Sat Feb 26, 2005 1:33 pm

Post by Zombie13 »

digibob wrote:
Zombie13 wrote: You're still a n00b though :)
Coming from the guy who i told before he started eating "hey, don't get any of that peri-peri in your eye"...
You're a peri-peri

Z
Post Reply