Must look better than this on the R1, isn`t it? Are you gonna fix sharp shadows for R2 or it`s impossible?
BTW, a bit of "light dust" from the light source would be nice.
Stupid Critics:
- Too light for such an old small lamp.
- Angle of the shadow on the walls from lamp cover is incorrect
- Rectilinear propagation of light from the lightsource would have looked awesome.
To tell the truth I haven't played R1 since last year. For me, the current render looks much better. I always had a low-end pc, so I played on r1 render, but since I bought a better one, I like to play on dynamic lightning mode. The shadows will be much softer in final build, with an additional light source under the lamp we could fix this issue. Light dust would be fun, will try to make something similar as soon as dx10 render kicks in.
- the room is more than 5meter tall, and the bulb in the lamp is at least as big as the player's head. These big lamps were used in factories and hangars, and by default 15m light range was set (they are grouped items in sdk), but I reduced them to 10, sometimes 6 or 8 meters, depending on the size of the room. The angle of light is not incorrect, and its generated automatically by the engine. try to recreate it in real life, it will be the same.
I love creepy places! Can't wait to explore this place :)
Wow, such tunnel
much creepy
cant wait
so explore
wow
Must look better than this on the R1, isn`t it? Are you gonna fix sharp shadows for R2 or it`s impossible?
BTW, a bit of "light dust" from the light source would be nice.
Stupid Critics:
- Too light for such an old small lamp.
- Angle of the shadow on the walls from lamp cover is incorrect
- Rectilinear propagation of light from the lightsource would have looked awesome.
To tell the truth I haven't played R1 since last year. For me, the current render looks much better. I always had a low-end pc, so I played on r1 render, but since I bought a better one, I like to play on dynamic lightning mode. The shadows will be much softer in final build, with an additional light source under the lamp we could fix this issue. Light dust would be fun, will try to make something similar as soon as dx10 render kicks in.
- the room is more than 5meter tall, and the bulb in the lamp is at least as big as the player's head. These big lamps were used in factories and hangars, and by default 15m light range was set (they are grouped items in sdk), but I reduced them to 10, sometimes 6 or 8 meters, depending on the size of the room. The angle of light is not incorrect, and its generated automatically by the engine. try to recreate it in real life, it will be the same.
"Come in, don't just stand there!" said the Controller up ahead in disguised Stalker voice.
I'm certainly going in!.. With a dozen grenades!
yea, you will need them :D
in 2030, when the lost alpha comes out
shut up jessica parker
Scary.