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The yellow color permeating the tutorial now is just nasty (sorry). It makes me think that Grond was leaping over MC after having a really bad burrito at Taco Bell, and had gas in mid-leap.
Also apparently the ceiling cap has returned to the anit-grav boots. I'm hoping this was just an accident of the patch and not anything permanent.
Also apparently the ceiling cap has returned to the anit-grav boots. I'm hoping this was just an accident of the patch and not anything permanent.
# 2
05-07-2012, 03:30 PM
Thanks for fixing the (yuck!) yellow guys! Now the downside - MC just looks really polluted and now you can't see the mothership (just an outline). One of the things that made the open mission look good was the image of that mothership "peering" down at you.
Now about the antigrav.....
Now about the antigrav.....
# 3
05-07-2012, 07:15 PM
Its good to see the yellow gone.
Oddly now i can see the burning backdrop that was supposed to be casting that color.
Was that added after the color was removed?
The pollution/haze is a fog effect and its what's obscuring the mothership.
Its usually a global value of distance from camera and depth of fog and its tricky to mess with.
Am I observing a single ambient light for the entire tutorial?
I think thats where things are starting to go wrong.
Everything is evenly lit, even though some imaginary light source is strong enough to cast shadows.*
(*wait where'd the shadows go? Could have sworn I saw some, now none.)
Trying to make a 'crisis' feeling with this single light source just gives it a bland 80s cartoon look.**
Maybe each important NPC should have their own light source that barely reaches out to the
surroundings, leaving more of the fighting cloaked in dangerous shadows.
If thats even possible with this engine.
Ideally they should remove the Qularr invasion and put all tutorial information in a tutorial instance of the powerhouse. Each important lesson could then lead to an instance with some interesting action, which could be isolated and not need to be screwed around with like the current tutorial.
Hate saying that since they just changed the whole thing, but its like an old sofa thats been
pulled off the curb too many times, its big and comfy, but it clashes with everything and smells like dog.
**Hmm More time I spend in there the better it looks, if I catch the light just right.
Is that light source moving? Nope.
*** wow some spots are gorgeous.
Oddly now i can see the burning backdrop that was supposed to be casting that color.
Was that added after the color was removed?
The pollution/haze is a fog effect and its what's obscuring the mothership.
Its usually a global value of distance from camera and depth of fog and its tricky to mess with.
Am I observing a single ambient light for the entire tutorial?
I think thats where things are starting to go wrong.
Everything is evenly lit, even though some imaginary light source is strong enough to cast shadows.*
(*wait where'd the shadows go? Could have sworn I saw some, now none.)
Trying to make a 'crisis' feeling with this single light source just gives it a bland 80s cartoon look.**
Maybe each important NPC should have their own light source that barely reaches out to the
surroundings, leaving more of the fighting cloaked in dangerous shadows.
If thats even possible with this engine.
Ideally they should remove the Qularr invasion and put all tutorial information in a tutorial instance of the powerhouse. Each important lesson could then lead to an instance with some interesting action, which could be isolated and not need to be screwed around with like the current tutorial.
Hate saying that since they just changed the whole thing, but its like an old sofa thats been
pulled off the curb too many times, its big and comfy, but it clashes with everything and smells like dog.
**Hmm More time I spend in there the better it looks, if I catch the light just right.
Is that light source moving? Nope.
*** wow some spots are gorgeous.
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