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Brothers in Arms : Hell's Highway Officially announced.

  • mikezilla
  • April 12, 2006 at 8:24 PM
  • TomWithTheWeather
    • April 28, 2006 at 5:25 AM
    • #61

    Yes. This screen was captured during real AI gameplay animations in a map with playable performance.

  • Mojo
    • April 28, 2006 at 6:33 AM
    • #62

    continuing the GBX posts, mmm game is soo sexy

  • Izuno
    • April 28, 2006 at 6:52 AM
    • #63

    seriously that is the best lighting.

  • Mazy
    • April 28, 2006 at 6:55 AM
    • #64

    I concur, really like the small shadows behind the leaves ~

  • ReNo
    • April 28, 2006 at 7:46 AM
    • #65

    Wow. The stuff we've seen looks great, but knowing that these are using AI driven animations? Thats the icing on the metaphorical cake for me. Making characters look natural in their interaction with the environment is a big step we still need to take in games. Is that ivy procedurally generated or something? Like a certain surface type that emits small clumps of modelled ivy perhaps?

  • mikezilla
    • April 28, 2006 at 8:13 AM
    • #66

    It's a weird grouping of cool uses of next gen stuff. It's a series of broken up model pieces with displacement maps on the leaves to give them that super 3d look. On top of that, there's a bunch of leaves modeled off the surface to be actually 3d.

    Really, it's just damn good art.

  • ReNo
    • April 28, 2006 at 8:34 AM
    • #67

    Thanks for the insight

  • General Vivi
    • April 28, 2006 at 9:40 AM
    • #68

    hot damn mike thats sexy i hope to be joining you guys soon

  • skdr
    • April 28, 2006 at 1:26 PM
    • #69

    Man, that looks DAMN GOOD!

  • Tequila
    • April 28, 2006 at 1:28 PM
    • #70

    Tasty as roast dinner.

  • The Postman
    • April 28, 2006 at 5:39 PM
    • #71
    Quote from mikezilla

    Yeah. I can list the people who made the invidual assets if you'd like.

    Oops, somehow missed your post earlier about it. Doh!

  • PhilipK
    • April 28, 2006 at 5:41 PM
    • #72

    yeah nice leaves

  • mikezilla
    • April 28, 2006 at 6:01 PM
    • #73
    Quote from The Postman

    Oops, somehow missed your post earlier about it. Doh!

    Yeah that's what I figured.

  • e-freak
    • April 28, 2006 at 6:42 PM
    • #74

    i've seen a quick notice in a magazine over here and i was first stunned about shadows and such but by looking at the floor-texture my heart stopped:

    it had parallax mapping on it (seemed like) but the texture was that blurry that i felt like seeing half-life 1... it was a screen of the two guys with the machine gun seen from top if you want to give an input to the art team... i don't know why so many studios save time and money at the level textures (no offense but level textures are one of the most important things in a game imho because they are there even if there's no highres skinned comrade or enemy)

    otherwise it's pure sweetness and i'm really looking forward for this game as well as to the new engine(s) (and the source-engine updates in future as well)

    found the picture:

    here

  • st0lve
    • April 28, 2006 at 6:47 PM
    • #75
    Quote from kleinluka

    whats that supposed to mean

    There is something that doesn't "apply" to me when it comes to next-gen games. It's probably the fact that I'm not a fan of insane polycounts or all those new maps to add on your textures. So I get no interest in it cause I know I won't be doing stuff for games\mods or anything on that gen anyway.But it sure as hell looks nice.

  • skdr
    • April 28, 2006 at 7:02 PM
    • #76

    New (?) pics and interview here:

    http://www.computerandvideogames.com/ar ... ?id=138638

  • Polaris
    • April 28, 2006 at 8:21 PM
    • #77

    I know what you mean st0lve.

    But thats also the way I felt about HL2 before it came out. It looked intimidating but its really not.

  • TomWithTheWeather
    • April 28, 2006 at 8:34 PM
    • #78

    With the tools getting better and better, next-gen isn't really that big of a problem to develop for.

  • e-freak
    • April 28, 2006 at 9:23 PM
    • #79
    Quote from TomWithTheWeather

    With the tools getting better and better, next-gen isn't really that big of a problem to develop for.

    i have to disagree... working on all sourcemods (remember just mods not even a full game) was 3 times more stuff to do than working at hl1. it's a 200 times more complex code to work with as the parameters (compiler, texture system) are, too. working on a hl1 texture was like brushing some stuff on a photo to make it seamless and then resize it down - working on a hl2 texture ist ultra detailed out working and setting the last of more than 1 million pixels by hand. optimizing a model can take up to 3 months with all work to be done...

    the tools may be smarter, the quality and the players wishes grow at the same time...

  • mikezilla
    • April 28, 2006 at 9:24 PM
    • #80

    I think TomWTW was offering his opinion based on his working on the game in question.

    Unreal3 = next gen

    Source = almost next gen

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