[Old PotW] PoTW: Freeza Attacking Goku

brainfeeder
💻 Oldtimer
Joined
May 29, 2002
Messages
5,179
Best answers
0
Location
Florida
[ame]http://www.youtube.com/watch?v=H01eq2Tc-WQ[/ame]
 
Pwns Mastasurf at TF2
Retired Forum Staff
✔️ HL Verified
💻 Oldtimer
Joined
Dec 7, 2001
Messages
5,115
Best answers
0
then turn them off in maps effected by it untill you fix it? would be pretty wise if you are all tired of people nagging on and on about it :/
You can't turn off a texture.
 
Former Forcepit Member :(
✔️ HL Verified
💻 Oldtimer
Joined
Aug 21, 2006
Messages
1,717
Best answers
0
Location
korriban
if they think they can do better get them to do it
 
Member
✔️ HL Verified
🚂 Steam Linked
🌟 Senior Member
Joined
Aug 17, 2006
Messages
290
Best answers
0
Location
Poland
Amazing btw who/what is this ??



and nice work on the meele :)
 

sub

Active Member
💻 Oldtimer
Joined
Jun 18, 2003
Messages
5,961
Best answers
0
Location
New York
Looks like another player off in the distance
 
Member
🚂 Steam Linked
Discord Member
Joined
Jan 23, 2009
Messages
496
Best answers
0
Location
United Kingdom
Is that a special attack that requires the SAM? Cos I see it at 30. So, you either made that 30 or you used 70 out of 100 to punch Goku in the nuts. And I didn't know that Goku had balls of steel since there are sparks coming out of them.
 
NOT IN THE MANGA™
★ Black Lounger ★
✔️ HL Verified
🚂 Steam Linked
💻 Oldtimer
Joined
Jan 5, 2008
Messages
3,276
Best answers
0
Location
Lithuania
"OH, MY DRAGON BALLS!"

That black thingy must be a fly or something (like there are flies in ESF...). Anyway still no shadows on the grass.

I guess Frieza tried to remove Goku's balls since he don't have any himself.
 
Last edited:
New Member
Joined
May 31, 2006
Messages
166
Best answers
0
You can't turn off a texture.
so what your saying is that your game assets dont cast shadows? you use textures instead? :S seems a bit odd that you guys have normal maps but lack a shadow system.. just going by what your saying.
 
Busy Busy Busy
★ Black Lounger ★
💻 Oldtimer
Joined
Nov 24, 2001
Messages
1,439
Best answers
0
Currently the player models cast shadows, but the world objects do not. Typically maps are static so it makes more sense to bake the shadows in instead of rendering them in real time. Doing it this way saves system resources and improves performance.

Layne is currently focusing on namek_islands and hasn't had a chance to correct the shadow issue with Kami.
 
New Member
✔️ HL Verified
Joined
Jun 13, 2009
Messages
174
Best answers
0
Location
Lithuania
Hmm, Goku got air-slidded or something :O looks something like charging turbo and hitting another player far far away ^^
 
Pwns Mastasurf at TF2
Retired Forum Staff
✔️ HL Verified
💻 Oldtimer
Joined
Dec 7, 2001
Messages
5,115
Best answers
0
You really do not want dynamic shadows on everything. Trust me. Not only is there no point (it's easier with static lighting to make a texture based approach - modern games still do this), but realtime shadows on everything would increase CPU/GPU load for relatively little gain.
 
New Member
Joined
May 31, 2006
Messages
166
Best answers
0
You really do not want dynamic shadows on everything. Trust me. Not only is there no point (it's easier with static lighting to make a texture based approach - modern games still do this), but realtime shadows on everything would increase CPU/GPU load for relatively little gain.
this I already know, point is you can have a relatively powerful shadow system even in this old engine without it eating frame rates.
 
Pwns Mastasurf at TF2
Retired Forum Staff
✔️ HL Verified
💻 Oldtimer
Joined
Dec 7, 2001
Messages
5,115
Best answers
0
this I already know, point is you can have a relatively powerful shadow system even in this old engine without it eating frame rates.
I actually rather doubt that. But why bother. It's far more work than is necessary.
 
New Member
💻 Oldtimer
Joined
Dec 7, 2002
Messages
2,275
Best answers
0
I actually rather doubt that. But why bother. It's far more work than is necessary.
Why bother with all the graphical updates in the first place. it's far more work than is necessary to enjoy this game.
 
Freelance Mappzor
✔️ HL Verified
🚂 Steam Linked
💻 Oldtimer
Joined
Nov 21, 2003
Messages
17,065
Best answers
0
Location
Stairing at the Abyss
Most of the GFX stuff is related to the gameplay to be exact. So it was necesairy ^^

The only things that wernt necesairy are bloom and distance bluring. The rest is all tied in with gameplay ^^
 
Pwns Mastasurf at TF2
Retired Forum Staff
✔️ HL Verified
💻 Oldtimer
Joined
Dec 7, 2001
Messages
5,115
Best answers
0
What I'm saying though is if you can get the exact same effect with less work, why not? If we were going to add in tons of dynamic lighting, then I'd agree with dynamic shadows being needed. This attitude is a very common developmental approach in game design. It's all about time in, result out, and what kind of financial resources or man hours would be needed to make it happen.
 
Last edited:
New Member
💻 Oldtimer
Joined
Dec 7, 2002
Messages
2,275
Best answers
0
or i could use a free engine like UDK which i can distribute as a company and WHAMMO, dynamic lighting and so much more with a development time of 0 hours.

you do realise its a very common developmental approach NOT to build up from the ground right?
 

Users who are viewing this thread

Top Bottom