#101
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Quote:
do the buildings have specular and normal/bump maps as well as diffuse? I am really waiting for Oleg to release pictures where the buildings look as good as everything else, and I suspect that using more than diffuse map will sort out the issue... |
#102
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I don't usually comment on the updates, but this one looks great, some real progress and all the shots look like it'll be a hell of a sim.
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#103
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Saw this:
Cool
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#104
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Oleg wrote the font is not final, I am confident he and the team will come up with a more period typeface.
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#105
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__________________
Intel i7 970 6x3.2 ASUS Sabertooth X58 ASUS GTX580 Corsair 12GB 1600 Mhz OZC SSD 120GB |
#106
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It seems its BOP. Birds of Postprocessing.
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#107
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You mean "birds of looking like other games released after 2006"? Sorry, but the emperors clothes are really quite thin even though the poly count of his crown is high... Yeah a bit drunk Friday night as it is here in the olde world
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#108
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Oleg, thank you for the glimpse into the "bones" of the game. The most important picture posted, IMHO, is the QMB interface. The way it looks makes it apparent that a lot of thought has gone into the structure of the game and not just the graphics. VERY promising.
Of course, the other pics are outstanding too. Can't wait! Splitter |
#109
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Does anyone know if the buildings will have multiple damage models. I remember waaaay back in the early dev screens, there was a screen of a building with 3 different levels of damage w/debris around it as it fell.
This was not an animation but different models. I would want to imagine the CPU power you would need to animate falling buildings. Greg |
#110
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The interface looks too modern...it is not immersive this way. I´d try something like a map background or rof style hangar or even some plain light brown colour.
Else wery nice update |
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