The Unreal 2 website has been updated, offering a new screenshot from the game which was featured in a recent issue of the Computer Gaming World magazine. Thanks VE.
im not explaining myself well. but theres red on or in front of the far wall on the right. which in 3d perspective is very far away from the explosion, BUT, the blue guys, and the guy laying on the ground are CLOSER to the explosion, and DO NOT have that glow. but they ARE further away in this particular 2d perspective. since this is a 3d engine youd think they would have the glow before the far wall does. so this effect seems to be a 2d effect, thats why it looks like it was done in photoshop or something. a sprite in game of this size would clip into the ground.
so again. ill just ask. how exactly is this done in the engine?
(this could be done with photoshop like layers ingame that make a brightness glow over the entire frame. is this how its done?)
There is absolutely nothing in this screenshot that requires faking. Fairly high poly character models, a flat bit of terrain, some nicely textured grass sprites and trees, and a fairly simple building. Yes, the art's really nice, but there's nothing here that even qualifies as questionable.
You guys are ridiculous. Criticizing this screenshot because it looks too good. If it had been too small, you would have slammed it. If it had been low res, you would have slammed it. Hell, if it were anything besides a new DOOM III shot, you would say it sucked. You guys just seriously need to get lives!
actually. save the file. open it in a text editor, voila:
"JFIF Photoshop 3.0"
with other such details as:
"FX Global Lighting Angle"
and
"FX Global Altitude"
I believe it's real. Bout time we started seeing stuff that really takes advantage of all that DX8 jazz. In any case I want all things Unreal! 2/UT2/Warfare. It's all good to me. :)
as ive already shown, it WAS done in photoshop. they made a blob of light over the right side of the picture where the rocket impact was. notice how the characters to the right are much brighter than the ones on the left? the lighting fades off. theres no way this is done in the engine. it was probably also taken at a much higher res and resampled down using the best algo possible.
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so again. ill just ask. how exactly is this done in the engine?
(this could be done with photoshop like layers ingame that make a brightness glow over the entire frame. is this how its done?)
thanks.
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Most of you probobly don't remember the origional Unreal, but I heard the exact same thing about it.
This engine *is* that good.
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I swear, nothing satisfies you jaded bastards!
And in case you're wondering, I like it, so ha!
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"JFIF Photoshop 3.0"
with other such details as:
"FX Global Lighting Angle"
and
"FX Global Altitude"
hmm...
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Dunno wtf are you guys talking about, but this is not photoshopped.
why cant fucking game devlopers release real shit
what the fuck, do they think gamers are fucking stupid as to where they cant tell the difference between 2d lighting and 3d lighting?
god damn it them
:(
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LOoKS SWEET THOUGH!
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needs bumpmapping though - most obvious on the walkway
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the first pic looks awsome i wonder is it's ingame ?
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