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.
When I say best, I mean just that. Theres 42 variables that go into creating this effect, all of which have to be very finely tuned.
erm.
"Erm?" I need a little more info than that :p I think I need to adjust some height values as theres nowhere really in SoC where you would get godrays when the sun is that high in the sky, that only happens if you are in a jungle environment, but apart from that shader wise its the technical limit. Meltac is working on some tweaks though that aren't ready yet which will make the rays look more realistic such as you won't be able to see the source of the rays they will just be there.
Perhaps you could make the trees the size of (Sequoia Trees)!
;)
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Whilst no mortal can issue karma, it is a common misunderstanding so we must excuse the editor for his ignorance. Guest comment does however point to a common misunderstanding which leads to many mods being overworked and ineffective.