I didn't want to buy this game since I have invested soo much on star citizen, but I bought it a week ago and only because I just found out that the developers created the original elite from 1984ish that I used to play when I was little. So far I have been figuring things out and setting up my game pad for it. If only…
Nope, tiled shot messes with the Post-Process effects since it's taking the same picture 4 times as a tile of the original image, so PP will repeat itself 4 times, not over the whole image, so certain effects will either look weird or not be noticeable at all. Try with a vignette effect to see what I mean. Your best bet is…
For the deep siege assets, I almost didn't click on them because I thought they were just going to be high poly models. I would replace that image with one of the other ones that show a fully textured part of the scene (either the first one or one of the lower images). I agree with Nuclear Angel that the show more button…
I've found out the idea for normal mapping onto low poly models was introduced in a paper in 1998 - prior to that was there just no such thing as normal mapping? Were models just kept simple enough to allow for smooth performance but complex enough for the gamer to actually tell what it was? Not sure if anyone that uses…
It looks like you were trying to download it from the old (beta 1) post, beta 2 is out now, you can find the link and the change log here: https://www.facebook.com/groups/ToolbagUserGroup/permalink/1980496351991843/
MechWarrior 2. But the more I think about it... the best way to maintain the unique feel of its early graphics would be to do really high-poly models but leave them almost entirely untextured except for vertex colors. The game used a lot of very saturated colors in its skies and lights and a lot of very dark earth tones in…
the short answer is that subdivision surfaces have made nurbs obsolete. nurbs are a very old 1960 stab at making smooth organic limit surfaces. they were used in film because they rendered smooth in a software renderer. no need for real time there. but they have many limitations when you try to make complicated objects.…
Guys, best to my knowledge the System Shock trademark is actually owned by EA, which has been regularly updating it's copyrights ( with no official indication that they are making a successor) So for all of us who are just dying for a system shock revival, it's very unlikely to happen from Ken Levin and the talented guys…