crux wrote:shouldn't this be posted / moved to the artwork section?
(I thought I'd posted this, but it seems I didn't, oops.)
Yup, topic moved.
I like all the changes you've made except the building with blue parts, it looks too saturated to fit with the rest.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Mysteryem wrote:I like all the changes you've made except the building with blue parts, it looks too saturated to fit with the rest.
Feel free to commit.
Are you telling me that you can see the attachments? I can't. I'll go clear some cookies.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
and what about the famous and critically aclaimed "The Road" by McCarthy? I always had an impression the sky was dark and gloomy. Btw in the urban area with a lot of polution in the air the sky should be barely visible.
Thats cool!
Umm not sure if this is the right place to ask but looking at this gave me an idea.In modern games there is this texture function that lowers texture for an object when you get far from it so it wont strain the system.Can we use something like this? maybe doing the same with models,when cam gets far change model to a low poly model of the same size?...just a thought.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
You mean mipmapping and texture filtering. You can do that with your vidcard software.
About the models, variable LOD requires a new kind of model handling engine, and possibly a new format.