dockgone looks nice, especially since you can put it on a hotkey. Also look useful for dealing with crossover full screen apps. For some reason crossover always drew stuff behind the dock.
All we know for certain right now is that the search bar on the left on the screen of this very website will lead you to the thread you require. Also I think UE4 is very much confirmed by now.
I know that your probably going to have to get a CRT screen of some sort anyways if you plan to play Duck Hunt. And I think it's a requirement to have Battletoads in your game library.
On the second screen, you have no shadow casting on the ground from the slab is it a common problem with shadow casting within CryEngine ? I have the same problem on one of my environment I'm currently working on.
yea the "clear" image isn't the best to begin with, that was due to crappy cell pic at night - I could print screen you another example but I think you get the idea anyways :P
update: i finally have a lighting setup that i kinda like enough, i messed with contrast and gamma to achieve that. some quick print screens of scene progression 472k tris the whole scene
If you want any normals, just do this. For reflections you'll probably want view space(screen space) normals. If you want normal maps in there, use a normal map, instead of that constant3(0,0,1)
Also I had updated the Alice model for use of PBR. Here is a simple screen. And if you liked it here is crosspost thread for more: http://www.polycount.com/forum/showthread.php?t=139475&highlight=alice
@Bugo Watched more of the videos today, and I had no idea about picking gradients from the screen, that is a life saver :D Don't know why I never tried out that button before :/
Since when does pressing buttons to see images move on a screen count as fun? Its only because of the psychological aspects that people play videogames, or else it would just be wasting fucking time.