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#161
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#162
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Hi everyone. I see there's been some discussion about the gap in shadows, close to the base of the object casting them.
![]() This is an inherent limitation of texture-projection type shadowing. Here is a quick example I did in Blender, also using a low-resolution texture projection shadow: ![]() Notice how the light creeps underneath the wall (yes, the wall is attached to the ground). This can be reduced using a 'bias' factor, however this of course will drain more resources from the system. The simple fact is that this sort of effect will always be present to some extent when using texture-projection shadowing. Now take another look at the first screenshot. The planes that are further away have a worse gap in the shadow and lower shadow map resolution than the plane in the foreground. This indicates that the team are well aware of the issue and have done everything they can to minimize it. |
#163
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[QUOTE=BadAim;228670]
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#164
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#165
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![]() Salute ! |
#166
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#167
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just how often will you even look at this? |
#168
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Every time I'm on the ground for a co-op with 20 engines roaring and all the pilots looking around waiting for the signal to take off, that would be really immersive, maybe we can even wave, lol
![]() Or check if your teammates haven't fallen asleep when you're observing them, so that you can shout on comms to them, definitely useful. |
#169
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I hope they fix that multiplayer engine bug.
If engine no 1 is destroyed on a two engine plane, both engines stop from the other online players' view. Sometimes people would be like :"Hah! I shot out your engines!!" and the victim is like "No.. only engine no 1, the other 3 are still running.." and the attacker is like "What ze hell!?" |
#170
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@BadAim: you're right about the stabiliser... ![]() ![]() |
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