Advanced graphical effects?

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Bobdog

FNG / Fresh Meat
Nov 22, 2005
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Texas
Sorry, Zell, but that looks like crap. Instead of it makiking everything look old it just makes everything look kinda grey.
 

FYROM

FNG / Fresh Meat
Nov 22, 2005
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Georgia Tech
I saw that article as well, quite interesting.

While the effects certainly look nice, they don't really seem to add much to the game besides an extra bit of ambiance. Kinda seems like DoD is becoming more and more of a tech demo for Valve a la Lost Coast, since they don't seem to really be adding new content like maps, weapons, factions etc.
 

Pycckuu

FNG / Fresh Meat
Nov 21, 2005
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Well, I partially agree with Zell. I think it would be cool to use filters sort of like they did in BoB- when its cold, everything is sort of blueish, and when its hot, everything looks a little brownish and nasty. I think it would really add to atmosphere, as long as its not overdone.
 

Gunwing

FNG / Fresh Meat
Nov 22, 2005
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Pycckuu said:
Well, I partially agree with Zell. I think it would be cool to use filters sort of like they did in BoB- when its cold, everything is sort of blueish, and when its hot, everything looks a little brownish and nasty. I think it would really add to atmosphere, as long as its not overdone.

Could we get the devs word on this? What kind of graphical enhancements dose this game have? Will there be better effects for tank shells/weapons? or are we still stuck with the old crapy tank shell explosions? and dose the game have better lighting, or the same lighting we had in the mod?
 

SasQuatch

FNG / Fresh Meat
Oct 17, 2005
1,010
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Netherlands / USA
Pycckuu said:
Well, I partially agree with Zell. I think it would be cool to use filters sort of like they did in BoB- when its cold, everything is sort of blueish, and when its hot, everything looks a little brownish and nasty. I think it would really add to atmosphere, as long as its not overdone.
The effects you describe are not filter related, but map design. Cold maps usually have some blueish tone light used to make the map feel 'icy' and use cold colored textures. Warm dusty countrysides should have a light orange/yellow tone in its main map lights and use Brown/red/yellow/orange/beige (warm) toned textures. Etc. No filters needed. Matter of good map design ;)
 

FlashPanHunter

FNG / Fresh Meat
Oct 17, 2005
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SasQuatch said:
The effects you describe are not filter related, but map design. Cold maps usually have some blueish tone light used to make the map feel 'icy' and use cold colored textures. Warm dusty countrysides should have a light orange/yellow tone in its main map lights and use Brown/red/yellow/orange/beige (warm) toned textures. Etc. No filters needed. Matter of good map design ;)

The lighting, it's all about the lighting, right?;)
 

Felix Ostheim

FNG / Fresh Meat
Dec 9, 2005
1,051
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Ohio, United States
I would like to see a 'cinematic' color mode similiar to the kinds of filters they use in movies. Perhaps it could reduce saturation by 25%, and filter over with 25% sepia (or maybe selectable) colorization. Sort of a nostaligia effect, get my drift?
 

Jack

FNG / Fresh Meat
Nov 24, 2005
752
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No, RO is about realism, and like the guy said, we obsess over every technicality.

The people that play RO are the ones that want it to look like the real site picture when they aim their K98, or who want the actual field of view from a Panther cupola, why would these same people want fake colors and filtering?


All I know is, I want the game to look like how *my* eyes interpret things, not how some camera does. If you want to mess around with that stuff, take film classes or something.
 

Felix Ostheim

FNG / Fresh Meat
Dec 9, 2005
1,051
191
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Ohio, United States
Sure, I don't mind the standard view of everything, and yes the cinematic filter idea is taboo and perhaps unrealistic...but to assume you know the opinions of everyone interested in RO is just wrong.