hrmmm, i'd suggest checking out unreal 3, gears of war and unreal 2k7 environment screenshots as far as standards go. they're ahead of the game and they've got some tight stuff. not 100% sure about the intersecting geometry causing any problems. i wanna say no, but it's been awhile since i've messed with anything in game…
hrm i feel that pride is quite in another level in terms of quality of fighters and intensity.. I think that's due to the number of foreign competitors, especially those from eastern europe.. They are tough lads with remarkable experience in hand to hand combat on and off the ground.. Look at Fedor Emelianenko.
[ QUOTE ] Goldeneye was about 80% horizontal play. Worked great for that style but my fuck if that wasn't the most primitive way of shooters. It's like arrow keys + WASD from back in the day! [/ QUOTE ] Hrmm? I'm not understanding, but that could be because I always played using the solitaire control style >_< .
hrmmm.. if your just mostly using these matte materials to be proxies for shadow casting why dont you try using multiple sets of lights. a set just to handle the background, a shadow casting light and a no shadows light, and use the include/exclude list to choose what objects you want to have shadows and not. and since…
the company's name is now a verb in the english dictionary http://dictionary.reference.com/browse/google hrm (I wonder if I could get ferg in there as a verb... and what "to ferg" would mean)