Welcome to the 21st century valve, you now have depth map shadows. Perhaps one day vale will also figure out how to alpha blend their cainlink fences so they will stop flickering like a son of a bitch. Somewhat unrelated to this I downloaded the tf2 trailer on xbox live and watched at 720p on 37" hdtv and it looks really…
This one looks like it has LOADS of room: http://www.targus.com/us/product_details.asp?sku=TCG216 This one is sleeker (and has a slicker!): http://www.targus.com/us/product_details.asp?sku=TSB089US Hah, maybe I should just break down and buy myself a small internal frame. Then I could haul around my laptop, tablet, and…
They have info on their blog about it. Nothing concrete yet though - they want to perfect the effect, first. From their blog: "For example, you could have a computer console that shuts down when overrun by infestation and causes the lights in the room to go out. If the marines clear out the room and fight back the…
I'd love to see a little video of this scene as a semi-dynamic area. I'm imagining the camera angle of the first shot with a little "camera shake". Smoke rising from the chimneys while the stars shining in the background, apartment lights coming on, going off; maybe some flickering street lamps and blinking car hazard…
@sprunghunt Heck Yes dude! I did have to mess with those near and far clip plane values because they were way to small for my scene. Is it possible i need to alter my units setting or something? I currently have them set to what i believed worked best for unreal. But the near clip you have set in the script turns every…
In your texture File node in Maya you can also set it to Mipmap, which will reduce flicker for large textures at a distance. You'd have to do this for all your textures though. I believe however Mental Ray still loads in the full resolution of the texture, then only when it decides it needs a Mipmap level it will use it.…
Hmm the only mention of bounce was when there was an audience question about creating flickering light. The Enlighten & Unity guys said you could have invisible emissive meshes in your scene which can add to the indirect illumination. Not really a customizable bounce color, at least not that I heard anywhere. Did you hear…
I tried demos of both games and Bulletstorm wins by a wide margin with me, simply because I don't have to stop and run into cover, which I feel breaks the momentum in high speed action game. Also Bulletstorm is just slicker in a heavier way for me. If Vanquish is a well placed sniper shot, Bulletstorm is the same, but with…
characters/machines r pretty cool. Nice old-school look and good use of pixels too ;) Environments seem as a rushed afterthought tho to me. They r quite chaotical in color and therefore have rather random stlye, just bunch of mixed colored pixels. Some parts r too bright some r too dark or contrasty which makes visual…
Thanks a lot J! I will try to show something new every week. Thanks lotet, We are spreaded all around, I am working from Karlskrona. :-) Thanks for the feedback pixelpatron, I have added some flickering stars to the sky. What do you think? I am glad to hear you like the character and props onizuka92! :-) To see the sky in…