Beam != full steam from a hose. Steam is not coherent and it spreads out quite a bit with distance. The torpoedoes likewise don't just impact one spot, they spread out like a wildfire...only a helluva lot faster.
Your cruiser isn't in orbit. It's at a very low altitude. I don't even know why we are talking about this.
Cobby, Warlord. I would love to see this finished, Halo CE HD will not be on PC. and I hope not but prolly Halo 4.
Please continue on Aftershock project. I hope I can play it one day, It has a real Halo feeling, stupid Halo producing company Get there money from the consumers and 70% of its consumers are children-teens. and with that there culture. so I hope u can continue this project for a real halo game
Don't change it back if it's not correctly sized... ~Freelancer
warlord i dont know how far away that cruiser is, but remember, light travels much faster than sound. it would enhance the effect if you heard the firing sound a little bit after you see the beam fire
On a different note, working on plasma explosions, there's one bitmap i've yet to find so i can edit though.
Todays update video is up, new cliffs, refined terrain, vegetation, skies, old passageways closed new ones opened.
Overall much more polished.
Last edited by =sw=warlord; August 2nd, 2011 at 09:34 AM.
Actually, I think the specular being too strong is what's making that texture look unideal. To be honest, if I had to say anything, I think all the speculars are a bit too strong at the moment, though it nearly isn't as obvious as on the base's floor. The more I toned them down when I worked with them in UDK (and then a little tampering with your existing materials in Cryengine 2), the better they looked overall. You could see more of the diffuse itself, with the specular detail being much more subtle, much like the original materials from the Halo games.
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