deleyt Posted August 13, 2004 Share Posted August 13, 2004 Wouldn't it be great to have a dynamic skybox to simulate day to night and back? In GR1 the engine was limited to static textures on the skybox and I believe GR2 is using the same system: non-animated, non-scrolling textures (not sure though). I'm no programmer, but I don't think it would be such a big deal to make the textures for the skybox scroll (prefferably) or animate just like the textures do in the game, as the code is already there. Making a dynamic skybox would be real easy in that case as you could work with 2 layers where the front layer uses alpha-textured clouds (colour-burned) and the second layer would use a texture as a gadient going from light to dark. If you scroll the texture on the second layer downwards, it will give the illusion that the time of day is changing. Link to comment Share on other sites More sharing options...
DonMiguel Posted August 13, 2004 Share Posted August 13, 2004 don't forget though, you'd have to have a dynamic lighting system along with that or the skybox would change and the lighted env would remain. But it'd be very cool. Link to comment Share on other sites More sharing options...
deleyt Posted August 14, 2004 Author Share Posted August 14, 2004 Yeah, that would be restriction. Link to comment Share on other sites More sharing options...
Matt03 Posted August 14, 2004 Share Posted August 14, 2004 Another feature that should be there but won't. Games like Joint Ops and OFP are very cool in this way. Link to comment Share on other sites More sharing options...
ruggbutt Posted August 14, 2004 Share Posted August 14, 2004 Which is about the only cool thing about JO or OFP............. And I was a JO beta tester. No, I didn't buy the release. Link to comment Share on other sites More sharing options...
The_Edge Posted August 14, 2004 Share Posted August 14, 2004 Granted I didnt play JO, but man, that game just reeks of shoddiness. A real hokey, half-assed game in terms of graphics and animation. Link to comment Share on other sites More sharing options...
Kurtz Posted August 14, 2004 Share Posted August 14, 2004 I am not sure I get this. This is not a persistent environment, but missions that take place presumably in real time, with a time frame dependent on the player of between 30 minutes and 1 and 1/2 hours. Or are you talking about a time frame of dusk that transitions to night or vice versa? Link to comment Share on other sites More sharing options...
whoa182 Posted August 17, 2004 Share Posted August 17, 2004 Granted I didnt play JO, but man, that game just reeks of shoddiness. A real hokey, half-assed game in terms of graphics and animation. They couldnt have very advanced graphics because of the number of people in 1 server. it would kill your PC, 1 time we had 250 people in 1 server. Ping was green but frame rate was about 3 ! Also I bought joint Operations and i play with a team of about 6 and we Fight on servers in co-ordination with another team in Team speak. It feels more tactical than GR ever did, ALthough GR was a different style of game. Link to comment Share on other sites More sharing options...
Kurtz Posted August 17, 2004 Share Posted August 17, 2004 I have played on the Tactical Gamer and Alpha Squad co-op servers, with TS, and that is very tactical gaming. The biggest problem in GR is finding like minded players. Link to comment Share on other sites More sharing options...
deleyt Posted August 17, 2004 Author Share Posted August 17, 2004 (edited) I am not sure I get this. This is not a persistent environment, but missions that take place presumably in real time, with a time frame dependent on the player of between 30 minutes and 1 and 1/2 hours. Or are you talking about a time frame of dusk that transitions to night or vice versa? Yes. I'm not talking about making a 24-hour switch in 1 hour, that would be very unrealistic. But 1 hour would be enough to make it go from night to dusk for instance, so you cram 3-6 hours into 1 hour. But since GR2 is highly probable to have a pre-rendered environment like GR1 had, the idea becomes pretty much useless. It's sad though...I really like the time-of-day system used in JO and other new games. On the other hand, I really love GR's shadows (precalc) and it's atmosphere it creates. So if I had to choose between a awesome lighting-solution (GR) or a cool time-of-day rotation-system (JO, FC) , I definitly go for the lighting-solution. I'll have to hand it out to them, RSE did a marvelous job on that. Edited August 17, 2004 by |rsi|â„¢deleyt Link to comment Share on other sites More sharing options...
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