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Blog Comments posted by Michael Betke
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Are you sure you want to match the photo? I think its not real because a night photograph look bloomed in most cases.
If i drive around at night with my car. the instruments are shining but not glowing.
I think your setup with some slight lights emitting from the instruments will be good enough.
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I use a helicopter with a blue carpet und it.
Apache most times so I can blast away trees in my sight to get a clean photo.
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One hint: After you finally placed your vegetation you can paint shadows onto the terrain to get rid of the flat distant look. I think it could be done with another global texture which comes in the new Leadwerks Beta. The shadows of the forest can be very blurry. From the near view the interactive deffered shaodws will do the rest.
So you basically have a painted terrain AO map.
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Will we be able to tweak the light settings or are they fixed with your sky method?
A bit of ftopic maybe but I also would like to have this extended renderstats you have on the shots. Especially the "batches" display.
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Wow its seems Unity walked a long way. Now they are equally in one sentence with Unreal Engine.
Played around with Unity for an hour or so. Its different. The import is nice. The little help-icons everywhere are the stuff i liked most. You click and -- whoop go to a nice help article!
The established game engine companies have to do new stuff. But what can they do? A lot of technology has been developed and "small" companies like Leadwerks and others are picking up speed. The visual border disappears and no ground breaking new technology is invented every point release. User got the choice between several good looking engines these days.
So how can they keep small companies away?
1. Use their manpower and do awesome Toolsets.
2. Crush the small companies with free/low-cost license models
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The huge versions are suitable for this kind or cliff distribution.
I'll see how they work out in my next project and update them eventually.
Some prefab and scale functionality would handy too so you could make a bunch of scaled and arranged rocks and distribute them along the cliffs. But thats a LE 3.0 feature too I hope. ;-p
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Yes they add to your Stalker map very well. I've seen it over at polycount.
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Good job Josh!
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I love the win7 start menu. you get latest files integrated into the file launch and other things.
Never looked back...
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It's coming along nicely
Really like this bridge.
How did you manage to make the railroad bending modular so it fits for both sides? I always have problems with it.
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What's been the performance increase using this scene?
It's Joshs show. So I wont tell here. But you will notice a clear before/after.
And how long does this take to load?The scene doesn't take long to load. 4 to 5 seconds.
Worst loading times I had were a testmap with 13.000 mapmodels which took around 1,5 - 2 minutes.
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Yes I rendered the HD videos from the levels for Josh with a special recording script.
There are some more plans with the Demo. But for testing new code with a fully functional level instead of just testscenes has its advantages.
The sign means indeed 50 km/h. It's meant for the forest workers so they know how fast they can drive.
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Well about price there are two things to conider:
With current price you catch up a lot of "newcomers" and people with a small poket or people which know what they do and code a lot of things themselfs. So you maybe sell more but get a few bucks per sale.
With a price like 1000$ you will be always compared feature wise with other engines having this price-tag and don't get the clients with a small poket.
So it's a small path to walk upon. I dont want to be responsible to decide on that.
I'm still a big fan of plug-in philosophy. Buy what you need. Decide how much you want to spent.
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Good start. I think the normalmaps are to blurry. Try to lower the slider for "large detail" in Crazybump. The overall texture will really benefit from it. SOmetimes less is more.
Looking forward to new media!
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Well time to put some money back for a ticket to the states next year.
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Welcome to the show, hehe
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Really nice. And what happens if two players are in the room?
Do the have shadows if they move or not?
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Really nice.
YOu listen to electronic music? This is awesome too. hehe
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WIll it be useable from the editor? Maybe a checkbox "use as static". Like collision type and other stuff in the default object properties.
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Nice cover screenshot. hehe
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get him!
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What does this release do?
I see some differences in some properties but most bugs are still in. Like settings are not saved, shadows are loosing etc...
Small improvements are good too but I'm curious when the "big" stuff will be fixed?
Dave experiments with pit lighting
in CombatHelo Blog (RSS Import)
A blog by Flexman in General
Posted
Just a minor thing which popped into my eyes are the screws on the plates. They are all turned into the same direction. Rotating them a little bit would add nice detail. The handle on the reight could also be smoothed. Now it looks edged. But mybe it's made this way in a real cockpit.