Deathly atmosphere

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DarknRahl

FNG / Fresh Meat
Sep 6, 2010
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For me it is indeed the plastic look combined with "console resolution" textures, that make me hate a lot of modern game looks. One of the main reasons why I like DX11 is that tesselation can add detail and 3d to an object without making it appear to be made out of plastic.

Seconding runk texture sentiments. I think textures are something so easy to get right on a pc but they are all too often low res washed out runkness.
 
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Das Bose

FNG / Fresh Meat
May 8, 2009
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Sunny Scarborough
Seconding runk texture sentiments. I think textures are something so easy to get right on a pc but they are all too often low res washed out runkness.


You'll have to excuse me, but what does " runk " or " runkness " mean?

Nevermind, found a reference in the urban tripe repository :rolleyes:
 
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Grobut

FNG / Fresh Meat
Apr 1, 2006
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Specular is part of phong shading, it certainly hasn't "practically vanished".

I get the feeling we're not talking about the same thing..

A specular, as i know it from the engines i've worked with (mostly UE 2.5), is a simple cubemap effect, IE, it takes a base texture and distorts it around, or uses a cubemap from a Combiner, the effect has often been used in older games to create a Chrome effect texture, or, if supplied with an Alpha layer, is applied to a texture to give it some shine.
However, the effect does not actually reflect anything in the game world, it's just reflecting it's own source texture/cubemap, and is unaffected by outside light sources.

Whereas with normal/bump maps and phong shading, they either reflect the world around them, or atleast lighsources in the world around them (like the sun).

The old method, which i know as a "Specular" from UE2.5 modding, is not something i've seen in games for a very long time, not since normal mapping became a normal part of game engines.

Care to elaborate your final sentence?

What is there to elaborate on? Bad use of normal maps is bad use of normal maps.

I've seen my fair share of that as a gamer and casual modder, and must belive you have also.

And it can be lots of things, surfaces that seem too "shiny" (like a dry concrete texture, that for some reason shines as if it where metal, should have darkened that Alpha layer a bit there mate), textures that have no visible shine or effect to them, but when you look at them in the SDK, they have a normal map that's made allmost invisible by it's near pitch black Alpha layer, which makes you wonder why the hell they even bothered, they could have cut down on loading times and just used a texture (don't use an effect unless you are actually, you know, going to use it).

Or it can be just poor design, like a 2D artist who apparently didn't understand that it's the normal map's job to decide how light is cast on a texture, to provide detail, and the Alpha should just be there to decide how reflective it is.
I've come across some amazingly elaborate Alpha layers, that obviously took the guy who made it a lot of time painting in light and shade, only to find that if i spend 2 seconds to fill it in with a solid grey, the normal map was allowed to do it's job, and the ingame texture looked 5000x better for it!

Sometime less is more, don't get all artsy on the bloody Alpha layer, let the normal map do it's job, that's what it's there for.
 

Kashash

FNG / Fresh Meat
Jan 27, 2008
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2dh8f14.jpg
 

Xendance

FNG / Fresh Meat
Nov 21, 2005
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Elitist Prick Club RS Branch
I get the feeling we're not talking about the same thing..

A specular, as i know it from the engines i've worked with (mostly UE 2.5), is a simple cubemap effect, IE, it takes a base texture and distorts it around, or uses a cubemap from a Combiner, the effect has often been used in older games to create a Chrome effect texture, or, if supplied with an Alpha layer, is applied to a texture to give it some shine.
However, the effect does not actually reflect anything in the game world, it's just reflecting it's own source texture/cubemap, and is unaffected by outside light sources.

Whereas with normal/bump maps and phong shading, they either reflect the world around them, or atleast lighsources in the world around them (like the sun).

The old method, which i know as a "Specular" from UE2.5 modding, is not something i've seen in games for a very long time, not since normal mapping became a normal part of game engines.

This is just semantics, but the cubemap approach is often referred to as environment mapping. Specularity works like this in UE 3: http://udn.epicgames.com/Three/MaterialExamples.html#Specularity
But sure you can use environment maps in UE 3, there's actually an example of that too.

What is there to elaborate on? Bad use of normal maps is bad use of normal maps.

I've seen my fair share of that as a gamer and casual modder, and must belive you have also.

Oh, I was just wondering what kind of bump maps. Because for example, Valve likes to call normal maps "directional bump maps" or something :confused:
 
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Alexander Ostmann

FNG / Fresh Meat
Mar 31, 2009
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I'm sick of games always having stereotypical war weather (aka cloudy and dark, smoke plumes everywhere, raining, thundering). This was definitely not the case, especially on the Eastern Front during the summer.

RO did a really good job with having lots of clear day maps like Basovka and Kaukasus. Personally, I'm glad to see maps in RO2 are continuing this realistic trend.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
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Falmouth UK
I'm sick of games always having stereotypical war weather (aka cloudy and dark, smoke plumes everywhere, raining, thundering). This was definitely not the case, especially on the Eastern Front during the summer.

RO did a really good job with having lots of clear day maps like Basovka and Kaukasus. Personally, I'm glad to see maps in RO2 are continuing this realistic trend.

Most ww2 games always have good weather :p
 

OnbekendeSoldaat

FNG / Fresh Meat
Aug 28, 2010
117
138
0
I'm sick of games always having stereotypical war weather (aka cloudy and dark, smoke plumes everywhere, raining, thundering). This was definitely not the case, especially on the Eastern Front during the summer.

RO did a really good job with having lots of clear day maps like Basovka and Kaukasus. Personally, I'm glad to see maps in RO2 are continuing this realistic trend.
dark weather, fog and rain always make a game better.
 

kainhall

FNG / Fresh Meat
Jun 30, 2010
225
174
0
The first game have some kind of special feeling. Sadly I think RO2 will lose it, I'm not saying it won't be a better game.

Why I think so:
The first 2 Brothers In Arms witch ran on the same old engine had a really awesome feeling. I'we played those games and suddenly realized that I am infract just playing a game not actually trying to keep real friends alive and so on.
Then Brothers In Arms: Hells Highway came out... It was alot better looking, but the game had lost something, something that the previous games had. Something you can't put your finger at, it was something with graphics but at the same time nothing of the computer world.


mabey because they hyped the **** out of it....and released a half finished game.

and you have to remember....this is tripwire....they have liek 30 empoyees, and look at KF's atmosphere....its scary.

then again...they did do the old COD treatment...ranking, gun upgrades/unlocks.... so mabey RO2 will suck a fat one......

however, there is a less then 1% chance of that....because its tripwire! the last of a dieing bread of coders!
 
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monster

FNG / Fresh Meat
Jul 17, 2006
334
10
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It will be very difficult for RO2 to have the same feeling as RO1.

The main reason will be the leveling up paradigm.

The game will go from ordinary men doing extraordinary things to time-grinders with special powers owning noobs. This in itself will create a huge gap between a shooter that is reasonably true to combat (RO1), and a shooter that is on the tail end of a marketing success (the rest of them).
 

Sheepy

FNG / Fresh Meat
Oct 15, 2010
159
40
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KF-Shropshire
then again...they did do the old COD treatment...ranking, gun upgrades/unlocks.... so mabey RO2 will suck a fat one......

If you have that little hope in TWI, that you wouldn't be surprised if they defected to the modern way of developers (laziness, saturated, OH-LOOK-ITS-POPULAR fashion); then I have lost all hope in you as a human being.

however, there is a less then 1% chance of that....because its tripwire! the last of a dieing bread of coders!

Oh wait... please stick to your point... and stop doing this...... it's really irritating....
 

Nylle

FNG / Fresh Meat
Jan 31, 2011
466
46
0
Sweden
Yes Brothers in Arms HH was released too early, though it does not matter how long they would have worked on it, it would still have lost that good'old "Road to Hill 30"(the first game) feeling.
This is what I am worried about HOS too, because RO:Ostfront is such a wondefull game! Though I do trust(and belive) Tripwire will make yet another stunnig game! :)
 

Panzergrim

FNG / Fresh Meat
May 31, 2011
31
6
0
Canada
I also whole-heartedly belive that TW will make this 10x better than the first one, and back on the topic of the thread, the atmosphere is going to be amazing especially because of the dynamic music system. I am so physced for this game :D.