With the impending collapse of the Citadel, two members of the Resistance are tasked with evacuating any citizens remaining. Little do they know that their mission sees them gaining critical information that puts the early fate of White Forest in their hands.

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Media RSS Feed Report media City 17: Episode One - New Years Update | Part 1 (view original)
City 17: Episode One - New Years Update | Part 1
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Sergesosio
Sergesosio Dec 30 2010, 1:43pm says:

Is that 3D?

-1 votes     reply to comment
Deremix
Deremix Dec 30 2010, 2:40pm replied:

Actually, if I'm not mistaken, I think that's an RBG split effect, possibly used as a sign of damage being inflicted.

+5 votes     reply to comment
TheSniperFan
TheSniperFan Jan 6 2011, 11:32am replied: Online

You know what? It would be awesome if you play the game with with 3d googles and whenever you take damage, everything pops out.

+4 votes     reply to comment
HL-Rul3z
HL-Rul3z Dec 30 2010, 7:31pm buried:

(buried)

Nope! Das'some 3D sweetness!

-6 votes     reply to comment
Limesimme
Limesimme Dec 30 2010, 8:17pm replied:

Then how come the offset is the same for the whole pic?
If it were to be anaglyph-3d the offset would be greater the further away the object in the picture are, which is clearly not the case.
Deremix is correct, an RGB split it is, not anaglyph-3d.

+4 votes     reply to comment
MrtwovideoCards
MrtwovideoCards Dec 31 2010, 3:26am says:

It is not 3D.

+3 votes     reply to comment
Sergesosio
Sergesosio Dec 31 2010, 5:37am says:

It Looks odd.

-1 votes     reply to comment
Klammy
Klammy Dec 31 2010, 1:09pm says:

Great work, reminds me of the Crysis pain effects.

+1 vote     reply to comment
Sortie
Sortie Dec 31 2010, 2:10pm replied:

Actually, this effect is used in another development-wise related project to give a Crysis-like effect when damaged. Of course, I began using this effect for that project (1/4 Life was happy to share) before I knew about the Crysis effects, so now I am working on improving it further. More on that another time.

+1 vote     reply to comment
AndreaZzZ
AndreaZzZ Jan 1 2011, 9:00am says:

This is a cheap shader effects that I once did, and is no longer used for one reason. Look at the left side of the screen there shows that the texture is moved in the axis 'x ' beyond 1.0 screen coordinates)
PS: This implementation uses only the basic texture of the camera, the eye will see the picture to the left and right eye if it's the same thing? Even a cheap frame at the edges of the screen will not close this bug.

+1 vote     reply to comment
QuarterLife
QuarterLife Jan 1 2011, 12:20pm replied:

That material on the left actually looks to be a problem with the map, not the shader. Thanks for pointing that out!

Take a look at the screenshot in the burning building. It features a small amount of chromatic dispersion (full frame) as well. The texture bug you're talking about doesn't occur with our shader.

+1 vote     reply to comment
AndreaZzZ
AndreaZzZ Jan 1 2011, 4:11pm replied:

Is this chromatic dispersion? It is usually diffuse at the ends of the texture, I recommend it to think out and see the implementation of a Bloom shader.

+1 vote     reply to comment
AndreaZzZ
AndreaZzZ Jan 11 2011, 10:10am says:

As an example, a normal aberration - Tlc-systems.com

+1 vote     reply to comment
VulpineComplex
VulpineComplex Feb 6 2011, 11:44am says:

This is literally my favorite effect applied to games these days.

+1 vote     reply to comment
xalener
xalener Jul 24 2011, 1:34am says:

I know this is really old, but I think CA is supposed to retain the original color of the image, but everything here is all green from the separation. Has this been tweaked?

+1 vote     reply to comment
some-commie-basterd
some-commie-basterd Jan 16 2012, 2:58pm says:

RAWR IM A ZOMBIE!

Also keep up the good work.

+1 vote     reply to comment
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Dec 30th, 2010
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