Re: We're back! CMT Returns!
Quote:
Originally Posted by
Ki11a_FTW
I'm not saying anything about HCEA im asking if the CMT weapons/vehicles/scenery are going to have more detail and better looks then the environment around them. Which is why im asking if any shader breakthroughs for BSPs happened yet. Not just the shaders, but the detail that a modern day environment in a game would have like in HCEA.
You have to remember that HA10 (are we calling it this or HCEA now?) is also somewhat limited in that it has to be able to switch back to Halo Classic on the fly. Also, if you look at the detail in the videos, the environments have a similar look to Halo Custom Edition maps; details are way too bright (see 343 Guilty Spark) and the lighting seems rather simple compared to Reach. That said, it is an alpha build of HA10, so I'm taking the videos with a grain of salt as we all should.
Re: We're back! CMT Returns!
Its cool man, I wasn't referring to what you said, just the comparison between the two in general.
Re: We're back! CMT Returns!
I'm guessing the reason why the lighting in CEA's lighting is simpler than in reach is because it might be real time and deferred.
Idk what Sabre is planning on doing with Inversion, but it looks like the game needs a lot of RT lights, so it's possible that CEA may have them too. I'm not even 100% on whether or not they're using the same graphics engine for both games :s
I mean, reach's lighting was all precalculated save the dynamic stuff that came from guns and effects. Halo CE's looks dynamic, mostly because there are some scenes where an object will be under a shadow and not cast a shadow. That usually means there's only one big shadow map on everything (see the dynamic lights in Portal 2).
We won't know until some statement though probably.
Plus there's the reason that DID have a statement in which they wanted to make the path through some of the maps more clear by color coding rooms with light/ lighting pathways that were 100% dark in the original/ shit like that. We see it as sacrilege now, but it may have been the right thing to do from the 2001 get go.
We'll see.
Re: We're back! CMT Returns!
Somebody with a Radeon HD 5000 or HD 6000 series GPU needs to do that Halo Anti-Aliasing hotfix and get some jaggy-less images. Also, make the glowing green darker. Right now it looks fluorescent green and too bright.
Re: We're back! CMT Returns!
Let me give you my address so you can mail me that card :p. Still stuck with an 8600GT here :(
Edit: Who made the faces all fucked up?
Re: We're back! CMT Returns!
I have the 5850. If you want some pretty shots you can send them to me. BTW the 5850 isn't that expensive anymore I don't think.
Re: We're back! CMT Returns!
Quote:
Originally Posted by
xalener
Plus there's the reason that DID have a statement in which they wanted to make the path through some of the maps more clear by color coding rooms with light/ lighting pathways that were 100% dark in the original/ shit like that. We see it as sacrilege now, but it may have been the right thing to do from the 2001 get go.
wow that is awesome. it never would have occurred to me to guide the player using lighting.
Re: We're back! CMT Returns!
Quote:
Originally Posted by
Amit
Somebody with a Radeon HD 5000 or HD 6000 series GPU needs to do that Halo Anti-Aliasing hotfix and get some jaggy-less images.
Actually, it just so happens that Firescythe is a very, very sexy man and has cooked up some FXAA postprocessing which can be implemented through OS, so I can give you smoother pictures even on my Nvidia card. Have a look:
Re: We're back! CMT Returns!
Quote:
Originally Posted by
Amit
Somebody with a Radeon HD 5000 or HD 6000 series GPU needs to do that Halo Anti-Aliasing hotfix and get some jaggy-less images. Also, make the glowing green darker. Right now it looks fluorescent green and too bright.
I like the green.
It's a plasma. It is supposed look fluorescent.
Also, awesome screens. The OS features are what is making this mod drool-worthy.
Re: We're back! CMT Returns!
So why is the plasma pistol/fp arms on top of the alpha build message there on the bottom of the second shot.