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Re: Command and Conquer Online? [message #197377 is a reply to message #194358] |
Sat, 22 April 2006 18:06 |
Anthrax
Messages: 15 Registered: March 2006 Location: England
Karma: 0
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Recruit |
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Just waiting for SGTMAY to return.
Hell? Brimstone, Pitchforks and cuddly Imps?
No, Hell is having your soft tissues dissolve and flake away from your bones while you are awake, alert and conscious of your predicament.
To feel yourself being dissolved and turned into a chemical stew.
That, my friends, is hell.
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Re: Command and Conquer Online? [message #197441 is a reply to message #194358] |
Sun, 23 April 2006 09:54 |
Anthrax
Messages: 15 Registered: March 2006 Location: England
Karma: 0
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Recruit |
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This is Renegade on the Unreal 3.
Commando is Tiberian Dawn on the Source Engine.
As I said before, I came to a decision that the Unreal 3 Engine was more suited for Renegades sort of gameplay.
Hell? Brimstone, Pitchforks and cuddly Imps?
No, Hell is having your soft tissues dissolve and flake away from your bones while you are awake, alert and conscious of your predicament.
To feel yourself being dissolved and turned into a chemical stew.
That, my friends, is hell.
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Re: Command and Conquer Online? [message #211007 is a reply to message #194601] |
Wed, 02 August 2006 15:50 |
icedog90
Messages: 3483 Registered: April 2003
Karma: 0
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General (3 Stars) |
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SuperFlyingEngi wrote on Fri, 31 March 2006 10:27 | Also, does anyone know the general specifications of this game engine yet? (Like, poly limits on models and texture sizes) And does anyone know how to do normal mapping? And has Unreal released a toolset for U3 yet?
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Quote: | Visual Features
* 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
* Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; custom artist controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; directional light maps; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
* Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
- Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
- Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
- Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
- Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
* All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
* Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by Maya.
* The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.
* Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
* Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
* Volumetric environmental effects including height fog.
* Extensible particle system with visual editor, supporting particle physics and environmental effects.
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[Updated on: Wed, 02 August 2006 15:51] Report message to a moderator
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Re: Command and Conquer Online? [message #211135 is a reply to message #194358] |
Thu, 03 August 2006 09:53 |
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I have a brother who can build maps like you've never seen and I'm not far behind, esp when working from design, count me in for maps.
And sounds too
Go Nss/Anthrax
I'm too lazy: Does anyone know if UT2007 will use the UT2004 map format? COs if it will, I can start Recreating maps is a pretty automated task, until I need some new textures, cos I can't do those.
Renguard is a wonderful initiative
Toggle Spoiler
BBC news, quoting... |
Supporters of Proposition 8 will argue California does not discriminate against gays, as the current law allows them to get married - as long as they wed a partner of the opposite sex.
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halokid wrote on Mon, 11 October 2010 08:46 |
R315r4z0r wrote on Mon, 11 October 2010 15:35 |
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the hell is that?
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Re: Command and Conquer Online? [message #213181 is a reply to message #194358] |
Mon, 14 August 2006 09:22 |
xoham
Messages: 8 Registered: July 2006
Karma: 0
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Recruit |
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What about starting the work on the UT2 engine and porting it when 2007 comes out? They postponed it to "second half" 2007 which, taken to its extreme, means a year away. You could be done on UT2 by then and then port it over. They may even provide conversion utilities.
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Re: Command and Conquer Online? [message #214140 is a reply to message #214126] |
Sun, 20 August 2006 01:22 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
Karma: 0
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Colonel |
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But doesn't UTK7 requirs loads and loads of pc if you wanna run it on high?
(mean you need to have the newest pc existing?)
Moding can be real Fun...
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