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#191
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#192
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Like in cinema? No. We don't plan unrealistic effects. But something will be.
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#193
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#194
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#195
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What do you think about Rise of Flight's terrain (textures, trees, grass ecc. ecc..)? I don't care a lot about SoW cockpit, aircrafts ecc. ecc. because i know they will be superb, but i'm really afraid about terrain. What you say is right, but those Jurassic pics are really terrible......however. What is your personal task about SoW's terrain, first of all considering DX10, DX11? What do you ask to yourself about its quality? |
#196
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Il-2 engine and then game + engne was in development 4 years. Then it was modified in time several times. BoB - is way more complex engine, several times more complex. Need more time for development that to get the product line with the life not for just one season, but for several titles at least. From the beginning there, like in IL-2 in the past, we need to put so many features-modules, that to satisfy the meets 2010-2015 at least. In the header of dev update very clear is done what I think about colors of the terrain in this dev update from the point of veiw of a professional photographer (you may try to find my photo website). Even these Jurrastic colors, like you said will be tuned. It is said already in other answers of Luthier and me. On the current modent we did technology, but using old, prepared for old variants of engine textures. They simply can't be right with all these nature lights effects that we are modeling in the engine, just cockpits textures and partially aircrafgt with cars, etc are already tuned for the new engine. Ground, water, etc - later. It is large, but simple work to change source colors of textures. At first we show that everything is going, flying, shooting (but with special development traces-placeholders, why I will not show it, same with explosions, flame... its way i did show just smoke on the back ground byut don't show the source of the flame producing so great size smoke.) |
#197
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I noticed a couple of small things in the pictures of the Spitfire- in grab0126 the aerial seems to be slightly detached from the fuselage. The shadow doesnt touch the base.
Also, the shadow of the fuselage on the wing in both grab0126 and 0117 seems slightly jagged, it's something i have never seen in a render before. The gunsight in grab0100 looks quite dark. I assume that's a result of the cloud behind it. It may be that will be too lifelike and will be too difficult to see the aiming reticle in certain angles. I love the cloud effects in grab0116- the changing shadows on the clouds are awesome. My jaw dropped when i saw grab0111- it looks uncannily like a render i did back in the 1990's with a raytracing programme. The lighting through the clouds in grab0130 is a quantum leap from Il2. The translucency of the clouds and apparent volume are astonishing. I can hardly wait for a video of flying through them. It seems SOW might be real after all ![]() |
#198
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The big cloud of smoke already gave me some smiles: Mr. Maddox is teasing us like in good old days of IL2.
![]() Showing just enough to drop our jaws on the table and beg for more. Looking forward to some more screenshots. @150GCT_Veltro: Considering the "superb" detail in the cockpit, what makes you think that the external detail won't catch up to those high standards? ![]() |
#199
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I'm really curious to see whats coming....
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#200
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2. Sure you saw it in other games. As more complex shadow - more compleх optimization. When it is in movement you almost can't notice that jagged line. However on the shot it may happens due to just one frame. In short words - you will see it better in movement, as well as other features. Last edited by Oleg Maddox; 10-26-2009 at 10:32 AM. |
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