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 Post subject: Santa's Bag of TCE Goodies...
PostPosted: Sat Dec 24, 2005 11:02 am 
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Team Terminator
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Too much to paste in here, so just head on over to the main page for a looksy: http://www.truecombat.us/index.php?page=news

Happy Holidays! :)

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 Post subject:
PostPosted: Sat Dec 24, 2005 1:41 pm 
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Master
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Well... It's nice to see so important realism design elements I vetted so strongly (and against so much resisteance) vindicated:

· a scale model game-code platform
· vection based weapon code
· seperation of Action and Tactical Realism

It looks like TC:E will be a really fine mod after all. Hopefully the commitment to mini-mod on mod support will follow as wel...

Δ


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 Post subject:
PostPosted: Sat Dec 24, 2005 1:42 pm 
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hoak wrote:
Well... It's nice to see important realism design elements I vetted so strongly (and against so much resisteance) vindicated:

· a scale model game-code platform
· vection based weapon code
· seperation of Action and Tactical Realism

It looks like TC:E will be a really fine mod after all. Hopefully the commitment to mini-mod on mod support will follow as wel...

Δ


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 Post subject:
PostPosted: Sat Dec 24, 2005 1:43 pm 
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Ouch, nice edit featurs borken in this part of the forums...

:?


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 Post subject:
PostPosted: Sat Dec 24, 2005 3:14 pm 
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Nice. finally some good news. And the new texturing is starting to have similar qualities as America's Army or CS:Source map textures. Nice work guys.

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 Post subject:
PostPosted: Sun Dec 25, 2005 6:30 am 
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High Master
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I'm glad to hear it. Good job.


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 Post subject:
PostPosted: Thu Dec 29, 2005 10:55 pm 
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Marksman
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hoak wrote:
Well... It's nice to see so important realism design elements I vetted so strongly (and against so much resisteance) vindicated:

· a scale model game-code platform
· vection based weapon code
· seperation of Action and Tactical Realism

It looks like TC:E will be a really fine mod after all. Hopefully the commitment to mini-mod on mod support will follow as wel...

Δ


If it wasn't for you hoak where would we be...

Yeah it does look like this will be a fine mod...if it ever gets released.


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 Post subject:
PostPosted: Thu Dec 29, 2005 11:11 pm 
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letss not be negative.. we got the news we asked for.. now lets just sit back and see what happens next.

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 Post subject:
PostPosted: Sat Dec 31, 2005 5:37 am 
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:lol: wow you guys are really ungrateful :roll:

TC team your doing a great job and I personally like this TCE way more then AA, ( not enough weapons )

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 Post subject:
PostPosted: Sun Jan 01, 2006 12:12 am 
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not enough weapons? its the America's "Army", not the marine corp, the the navy seals, the the US airforce. Each branch has their preference of standard ir G.I. weapons (general issue). Wait till Overmatch for the SF heavy weapons and vehicles.

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 Post subject:
PostPosted: Sun Jan 01, 2006 8:02 pm 
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Quote:
1. Texture Tone Mapping

In our endless quest to push the graphical limits of the WET engine, Coroner and company have implemented a new technique to TCE's maps called Texture Tone Mapping. Basically what this means is that lighting is applied to compliment the tones of the textures in maps. This is done to correct the values of the darkest and brightest colors in a texture to give it an almost photo-realistic look.

Below are some screens of the revamped Railhouse (edited by Bruce45 - more shots can be found on the tc.us gallery). We hope to replicate all current/future maps to reflect this realistic standard.


I hope the developers can get the shadows as realistic as possible too.

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 Post subject:
PostPosted: Mon Jan 02, 2006 12:52 am 
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there is no dynamic shadow system in the WET engine, what we can to is staple a predrawn shadow on the model's feet, but it wont deform to the environment or change shade.

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 Post subject:
PostPosted: Mon Jan 02, 2006 3:20 am 
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That just tells everyone how much the WET Engine sucks...

It has its strong points, but with things like shadows and breaking lights for added realism, that is where it is weakest.

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 Post subject:
PostPosted: Mon Jan 02, 2006 4:52 am 
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Hmm.

If you check out the Falckon ET mod, they have managed to add shadows to the characters, except they really stand out and are generally very ugly and prominent.


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 Post subject:
PostPosted: Mon Jan 02, 2006 4:16 pm 
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ugly, you need a more, powerful word to describe them. Thats because they look like they were stapled on the feet like Peter Pan's shadow. Atleast anyway, it was a good try and they did quite a good job in doing that. The shadows's animation are very close in synchrony to the actually models.

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