God damn, so much stuff to play! I really wanna grab this, and the previous DLC so bad! Looking great.
Posts by -HP-
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http://www.gametrailers.com/videos/rxf7ea/…-launch-trailer
Is there a reason why you guys used Unreal2.5 instead of Unreal3?
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The brightness of your lights / glow don't fit the brightness of your ambient light, there's a HUGE discrepancy there making it very weird to look at. I would increase the ambient light quite a bit, i know what you're trying to do, but trust us on this one.

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Yeah, i know what you mean man, I'm so tempted as well but I know I'm not gonna be able to wait. Not with mazy cumming his eyes out and posting glorious stuff about gta5 here on mapcore. ahah
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Why is it annoying? After clicking that link, I see at LEAST 3 or 4 youtube videos explaining exactly what you wanna know, what's your doubt/problem exactly?
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http://www.youtube.com/watch?v=C8p_2PQOYgg
Can anyone tell me if this will be out on PS4? Cos I'm going on vacation in September, and when I get back GTA5 will be out, and I know that game will keep me busy for months, so I'm really considering waiting and getting it for PS4.
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Speaking of which, what kind of gloves do you recommend to lift weights?
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Absolutely fucking awesome movie, holy shit! I can recommend this movie wholeheartedly, a good 9.7/10, would give a 10 if the soundtrack wouldnt be so generic epic orchestral, but other than that... AMAZINE!

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Hah, really? Fair enough, It's been a while since I played that game.
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+1 for Doom 3
And I agree that less is more!
This is bad in my opinion:
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Also bad:
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I way prefer to see contextual and minimal HUDs. This obviously depends heavily on the game, some games demand more prominent HUDs because of their complexity but I still believe a lot more work can still be put into making game HUDs be better.
Last of us is the perfect example of good contextual HUDs. If you don't need that kind of info, get it the fuck out of the screen!
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Quote from SpronyvanJohnson
Yeah, I was really disillusioned by that in Rage. From a far everything looked like a painted master piece but as soon as you came up close the textures were lower in quality than that of the original Doom

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Yeap, and the painful reason it looks like that is because it is too ahead of it's time. Not enough memory buffer and not enough disk space to hold all that texture info.
Key to play this game is not to get too close to the textures xD
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It's in the interiors where everythign REALLY goes to shit since the mega texture can't hold
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And yes, I did just post 3 beautiful screenshots of Rage in contrast of that ugly one. ahah such a bipolar game
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Tom Clancy's Splinter Cell: Blacklist Has Gone Gold
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Yeap, exactly.
dkm, I hope you guys manage to make the detail textures look better than that Rage patch did! That noise texture being used in every surface is literally a photoshop noise filter, it's so obvious it hurts. It kinda helps getting rid of the blurry look and I also like how it sharpened everything a bit but it's a shame it's spreaded even by every single surface, but again, it's part of the "curse" of megatextures, everything IS one texture.
Is specularity still being baked down in the megatexture as well? That's what really killed it for me, all the surfaces looked like the same material, no matter if it's wood or metal. I'm asking because since Carmack talked so much about physically based materials during this year talk, I hope he manages to pull both spec and gloss out of the mega texture so you as an artist have more control over the readability of the surface.