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0kelvin

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Posts posted by 0kelvin

  1. Their indirect lighting solution looks pretty much like UE4 techdemo. Their reflections pretty much like CE3, but in the flooded corridor there are no caustics.

    How can the player survive being ambushed by helicopers, fall from a crumbling bulding and yet, can still walk, run and drive fine?

    Fiction.

    I don't know if "uncanny valley" applies for graphics in general, not just facil expressions. But as games approach extreme levels of realism, lack of some things make it feels odd. (ex: character face remains the same even after going through explosions, clothes doesn't rip or get dirty, no bruises, etc).

  2. Their indirect lighting solution looks pretty much like UE4 techdemo. Their reflections pretty much like CE3, but in the flooded corridor there are no caustics.

    How can the player survive being ambushed by helicopers, fall from a crumbling bulding and yet, can still walk, run and drive fine?

  3. Was 13 steps at first, down to just 4 now:

    1. Export map to OBJ using GTKradiant built in plugin
    2. Convert OBJ to FBX
    3. Import FBX in UDK's content browser
    4. Add newly imported mesh to map
    5. (this processe makes whole map lose all textures coordinates, entities, liquids, etc. Only map's geometry is kept)

    Now to walk around in map: disabled collision, enabled per poly collision, added a skylight, set kill z to something far away from the model, played with default UTgame type. The scale seems correct, except that running speed and jump height are different from quake 3.

    shot0000_zps2aba7801.jpg

    Untitled-1_zpsb1423519.jpg

  4. The hotlink forbidden image above me is Wolfstein 3D

    Dark Forces (The sequels, Jedi Knight I and II were good too)

    Dark_Forces_box_cover.jpg

    (Parasite eve, the second wasn't better than the first except by the new systems and improved graphics. I emulated this on PC some time ago because I don't own a PSone. When I first played it I though "Boy! Did Max Payne devs played this? Because there are some similarities, or is it mere coincidence?)

    (Never played Parasite eve rebirth)

  5. http://i419.photobuc...zpsdf16fe15.jpg

    http://i419.photobuc...zpsd97fd295.jpg

    (the light entity is inside the glowing cube. The glowing cube is made of a shader that is transparent to light)

    Old id tech 3 engine... was playing around with a new entity key called "extradist". It's a work around q3map2's way of calculating light, pixels very close to a light are burned, but lowering the light's radius lowers its radius as well.

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