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PostPosted: Sat Mar 18, 2006 4:52 pm 
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XenoKiLLer wrote:
I would say they should get rid of the rain in all the maps until they can make a shader tosimulate rain but wont take away 2/3 or people's fps.


i actually agree on that,
they should better remove the rain,
if they cant manage to make the rain drops fall on the gun.

because currently the rainy map looks unrealistic

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Last edited by Dragonathan on Sat Mar 18, 2006 5:03 pm, edited 3 times in total.

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PostPosted: Sat Mar 18, 2006 4:54 pm 
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I forgot to post this,
kozak6 wrote:
Drowning crashes TCE.

maybe it will crash if your able to swim in the water,
but im not suggestion that we should swim in the water.

realistic lookign water is needed for jungle type of maps,
instead using fences/invisable walls, you can use the water as a replacement,

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PostPosted: Sat Mar 18, 2006 4:58 pm 
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That still sint realistic. If you cant step into the water that'll still look like an invisible wall. water is never used to block of the map edges in an fps, only in rts games. I still stick with the Island facility/resort in the middle of a junlge idea, but ofcourse, you can go into the jungle but you can see it.

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PostPosted: Sat Mar 18, 2006 5:08 pm 
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XenoKiLLer wrote:
That still sint realistic. If you cant step into the water that'll still look like an invisible wall. water is never used to block of the map edges in an fps, only in rts games. I still stick with the Island facility/resort in the middle of a junlge idea, but ofcourse, you can go into the jungle but you can see it.


how about if people try to get into the water,
they'll see a:

-YOUR ABORDING THE MISSION
or
-STAY ON THE MISSION,

message

i mean, who would swim into the see/water,
if theyre in a middle of a mission,

or you can always put keen mountains, or cliffs that make you fall down if you try to get across the map's border.

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PostPosted: Sat Mar 18, 2006 8:43 pm 
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Who would? perhaps a tango trying to get away and save his life or someone who is trying to hide. Did you know poping in and out of the water is a nity strategy in Farcry, the AI don get it and thus stop shooting when im under it, then I pop out somewhere else and kill them.

cliff and kill would be better than inaccessible beach.

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PostPosted: Sat Mar 18, 2006 9:53 pm 
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yep. and, there would still have to be an invisible wall after the water. can you say, skybox?

I sure as hell hope that trigger_hurt is fixed eventually, I sooo want barbed wire :twisted:

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PostPosted: Sun Mar 19, 2006 1:22 am 
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Well, I wont call it invisible if I can see it. What is invisible is the map limitations box, just before the skybox, there really is another box, its the invisible wall Dragon is mentioning, but depends whether or not the map limits has a perfect square area. If it is irregular, then there is a smaller irregular invisbl wall, if no, its this one.

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 Post subject: GRAPHICS/MODELS/VISUAL/TEXTURES/ANIMATIONS
PostPosted: Fri Mar 24, 2006 10:01 am 
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k-3d seems to be a promising program, (and its free)
http://www.k-3d.org/

it has features such as:


Image
SubdivideFaces in action

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Plants and trees with the L-System parser.

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Reflection map.

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Dented reflection map.

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SoftObject Polygonizer.

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subdivision mesh surfaces with variable-sharpness corners and creases. Rendered with 3Delight

and much more different features, click this link to see more:
http://www.k-3d.org/wiki/Feature_Gallery

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 Post subject:
PostPosted: Fri Mar 24, 2006 1:29 pm 
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Dragonathan wrote:
they need:

[...]
-2 more P.R.'s, experienced P.R.'s,
(because P.R.'s can take care about sponsers, financial support's ect. ect.)



Afaik, Law works for Ubisoft. He actually IS an experienced PR. I think you'd better let them handle it.

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 Post subject:
PostPosted: Fri Mar 24, 2006 4:32 pm 
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Melmoth wrote:
Afaik, Law works for Ubisoft. He actually IS an experienced PR. I think you'd better let them handle it.


wooohh, you sound like I was demanding something,
i whas just suggesting something, i whasnt handling things,

Melmoth wrote:
I think you'd better let them handle it.


i think you should leave the words, you'd & let
so the correct sentance is: i think its better to let them handle it.

thats more correct, because it doesnt make it look like i whas demanding things,
because i whas just suggesting something,,

and theres a big difference between demanding and suggesting.

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PostPosted: Fri Mar 31, 2006 7:41 pm 
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on rainy maps like hideout, the map's colors should look Saturated/wet,
and the model's gear should look wet too,

the hole imviroment/evrything you see should have Saturated colors,
besides when your inside a building.

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 Post subject: PRE ANIMATED EXPLOSION
PostPosted: Wed Apr 05, 2006 5:55 pm 
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PRE-ANIAMTED EXPLOSION.

read this attentively

the obj explosion could be more immersive,
currently it looks like a small bang from a small firecracker,

since the bomb sepose to be a improvise explosive device,
the devs really cant measure what demage the bomb would make,

i suggest make a fictional hollywood explosion,

and i know allot of people will disagree with me,
but you just cant have explosion thats 100% realistic,

the best method is to make the explosion a bit fictional/sur-realistic,

now here are some of my idea's,

-make the crate look pitch-dark with allot of dent's,
-all the objects near the exploded crate should explode too,
for example:

lets say the obj crate is the grey box,
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now if the crate explodes, the other 4 crate's/boxes should somehow be automaticly destroyed/demaged too,

or when theres a wall near the exploded crate, it should break into pieces,
Image

evrything near the exploded crate should be pitch dark, just to give you the effect that evrything is really exploded,

it would be cool you can see small little materials on the floor thats still on fire,

this all should be pre-aniamted, the pre-animated animation will automaticly be used for evry explosion,

so you see the same animation on evry explosion,

and evryone that comes near the crate from about 6 or 5 meters,.
Image

will automaticly die, i think thats very logical,

now i have some idea's for the death animations,
currently, when your hit by the explosion, the death animation looks a bit boring, you just fall down backwards,

why not add a tiny bit hollywood? like falling 2 or 4 meter backwards and make a 1 or 2 sec air time backwards,

IMO thats awesome!!
and i know allot of people will disagree with me,

but this idea doesnt demage the realism, it's ok to have a little bit fiction in the game,
yes game..., its a freaking game,
games sepose to be entertaining and amusing,

oh and yess, this is just eye-candy,
but a very importent eye candy. because most time you'll see the explosion in the game,

anyways here's some inspirations for the devs:
Image
Image

this could be a piece of the crate :idea: just use your imagination..
Image

Image

Image

this is a exaggerated explosion.
Image

http://www.movingcamerasolutions.net/im ... urring.jpg

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 Post subject:
PostPosted: Wed Apr 05, 2006 6:05 pm 
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I only have two real problems.

one is, to make things destructable, they need to b seperate breakable entities, and it might take a buit too much work for all the maps.

the second is that the contensts of the crate aren't told, so it could be explosives, but it could be food, water, or even a load of fluffy flying pink bunnies :P

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 Post subject:
PostPosted: Wed Apr 05, 2006 6:07 pm 
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it wrote:
one is, to make things destructable, they need to b seperate breakable entities, and it might take a buit too much work for all the maps.


not if this is all pre-animated,
so you will see the same animation all the time, when the the bomb explodes.

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Last edited by Dragonathan on Sat Apr 08, 2006 7:59 pm, edited 1 time in total.

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 Post subject:
PostPosted: Wed Apr 05, 2006 9:50 pm 
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This, I think, would fall under the eye-candy category.

This supports slower computers because of its engine. By adding things such as explosive scenery, explosive heads, explosive shitting (Added that one for laughs and giggles :P); it would cause lag.

It doesn't matter the quality of hosting being used for the server but the comp that is using the server.

~Silentcrisis

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