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PostPosted: Sun Feb 05, 2006 8:58 pm 
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actually, if you look closely, and have a very very good vision, youll see jaggies everywhere, even with settings on high. What you really need to do is turn on your video card's antialiasing like I have been saying for the past number of posts. Turning that on will make diagonal edges smooth. but if the models were low poly in the first place (e.i. a hexagon will have jaggies on the diagonal sides but when antialiasing is turned on, the jaggies disappear but you can never make a hexagon look like a circle | on the other hand, if it was a circle, you turn on antialiasing, it will look as smooth as it should be in real life)

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PostPosted: Sun Feb 05, 2006 10:56 pm 
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Antialiasing is a foreign word Dragon doesn't understand.

Maybe if he did he'd shut the *i-need-a-broader-vocab* up and post another link to his "Let's throw some nades" thread.

If that's the case, then go here to end further confusion and to create future chaos.

~Silentcrisis

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PostPosted: Sun Feb 05, 2006 11:03 pm 
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hooray for dictionary.com!!!

try looking it up in the thesaurus too, may help...

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PostPosted: Sun Feb 05, 2006 11:09 pm 
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I find that, the definition there is defining enough.

Though, I sense that someone is going to ingore all previous posts and go post happy just making the problem extensive.

No, I'm not talking about Dragonathon. :roll: *cough cough* yes I kind of am* :P

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PostPosted: Sun Feb 05, 2006 11:42 pm 
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has anyone tried that btw?

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PostPosted: Mon Feb 06, 2006 2:57 am 
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Yeah, I still notice a little bit but it's an improvement.

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PostPosted: Mon Feb 06, 2006 9:51 am 
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i think the best solution for this issue is to add a bit more poly,
and add a tiny... tiny... little bit gloom,

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PostPosted: Mon Feb 06, 2006 10:41 am 
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bloom needs a lightsource to function properly, if we do that, itll make all the maps look like Vegas. and its called bloom, gloom is the opposite, gloom will make things look darker, kinda like shadow. Although now that you mentioned it, some of the maps do need a couple dark spots.

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PostPosted: Mon Feb 06, 2006 11:57 am 
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Yeah, my sn34ks don't function as properly as it does on some maps in ET.

Some shadows could be real great, especially for sniping (That is if there are big maps)

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PostPosted: Mon Feb 06, 2006 12:12 pm 
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if the maps are small and the sniping range isnt exactly anything then its better to call it sharpshooting. 8) TCE needs some good nighttime maps with very little light. not pitch black but poorly lit.

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PostPosted: Mon Feb 06, 2006 12:53 pm 
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the scopes could use some graphical improvement too,
check out the picture below:

Image

lets say that the current scopes looks like exampe A,
i think it should look more like example B,
because the current scope looks rediculously lame...
the shape could be more rounder,

is this suggestion possible or impossible?

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PostPosted: Mon Feb 06, 2006 4:27 pm 
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possible, and impossible at the same time. it can be done with tons of polys, but that would lag the game horrendosly, and it would never be perfectly round. but it beats the hell out of SWAT3 sights, all those triangles.

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PostPosted: Mon Feb 06, 2006 9:44 pm 
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one way you can fix this is to place a perfectly smooth sprite over the gun model when your in iron sights mode. This is what was done in America's Army's version 1.0-2.3's gun sights. It will also make the guns look crisp and full of detail and its purpose and effectiveness isnt affected either.

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PostPosted: Sun Feb 19, 2006 9:23 am 
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there should be a new topic opened about:
VISUAL / GRAPHICS / TEXTURES / ANIMATIONS,

something like that, so this kind of threads could be placed in there.

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PostPosted: Sun Feb 19, 2006 3:28 pm 
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Design and Consideration forum would have been the best place for that. But, thanks to you, it had to be shut down.

Other than that I see no need for a forum like the one you just described.

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