Yeah, nothing wrong with playing in easy since the campaign is a linear experience anyways ! And I don't think the AI is any different between the different difficulty modes, right ?
Please explain your context. Maybe ease of use or artistic freedom are more important than a tripple A belt under the technology that you are using to make a linear animation with.
+ 1 for The Witcher. Good story, well-written dialogue and nice graphics but very linear compared to other RPG's. Also a little light on loot, if you're into that sorta thing.
Wut, have we played the same game? I remember HL2 as 99% linear shooter, with some ridiculously easy (and mostly pointless) physics puzzles thrown here and there.
I don't feel like that type of rock was used in medieval castle construction. It looks like sheet rock on the side of a cliff. In the reference the stone is cut into linear blocks.
Looks too linear to me, like she has a big tube in place of arm, hellboy syndrome (it fits to hellboy but not to your curvy sexy yet dangerous character)
Unsure of leaving in the inner linear detail I just added to the master PP. It works real nice in some places (like cross hatching) but then not so good in others.
I'm having trouble locating the up vector in UDK I want to use it to mask two materials. Is it named something weird, was it removed, and does it output something I can feed a linear interpolate node? Thanks
Anyone know if there is a way to adjust where the terminator happens on a shader, I'd like to push it backwards from it's default so it is a smooth linear transition rather than having a realistic tight curve.