The envisionment of SIN is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. SIN aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does SIN try to be like old beta or alpha builds of SoC, SIN aims to enhance everything SoC already has and give it continuity with CS and CoP - nothing more, nothing less.
Nothing but the best.
White rays really don't fit. I do like the grass shadow, but imho try and make them yellowish / orangy. Only a slight tint of orange will compliment the contrast with the blue background. Also, this 'amplified' effect seems a tad overdone :V
Reminds me of the days I tinkered around with the TOD editor of Crysis 1 with huge flares and godrays to make stuff 'realistic' while the subtle effect of them is more appealing and realistic than this. This ofcourse if you're going for that direction. if not, ignore my feedback
Sunshafts I've tailored to match the level lighting and time of day, here the sky is almost cloudless and its a bright sunny period in which case the sunshafts colour is spot on matching what its like in real life. Theres no "artistic direction" with things like this in TK, just hardcore real life realism.
i don´t mean to be an ***, but being outside in the sun doesnt look like this in real life.
Correct, it doesn't. I should of mentioned the rays intensity I exaggerated in these images so people could get a better idea of things. The rays are much more subtle in the builds that will be released to the public.
I belive these will prove valuable as research material and will help further improve the characteristics of the effect. =]
The physics behind the phenomenon:
- En.wikipedia.org
- En.wikipedia.org
Implementation ideas (codewise):
- Http.developer.nvidia.com
Point of interest: the blending of the edges increases as the light travels deeper in the environment, softening emmission of the particles percieved as scatered light instead of blurring the background:
3.bp.blogspot.com
Agirlnamedkylie.files.wordpress.com
2050publications.com
I'm sure you'll notice the feedback modders who take this approach (not only in X-Ray, as the mod below will show) are getting and recognize its worth.
(https://www.moddb.com/mods/prison-island/images/sunshafts-and-color-correction1)
Take it easy on the "counter critique", most of the comments I've seen here were genuinely constructive - appart from the "erm" guy - and yet they got a brick for reply (I'll assume its a mood-thing, as the brick didnt seem to be unexpected from you).
I have no issue with anyone giving their opinion, but this time a lot of it wasn't actually that helpful just XYZ was wrong with no real information beyond that. As katot0nik already mentioned, these images are just a demo of whats being done and certainly not finished. Even when I say something is finished half the time I'll still go back and fiddle with it some more lol. Anyway, I'll check out the links you have to see if they cover anything I've not seen yet and go from there :D
What people need to understand is that these shots are not representative of the final build, things are being constantly updated. While pictures posted here are certainly going to be and should be critiqued, what you're seeing here is more of proof of concept. As one of the beta testers, I can attest to the fact that Ket's updates are constantly changing environmental aspects of the game.
Going forward I think Ket will be labeling images appropriately (I hope LoL) so as to avoid so much confusion and input, which in all fairness has been very informative, particularly for someone like me, but I think peeps we're getting a little ahead of ourselves here.
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