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BlahCade 119: Gaps in Storage
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<blockquote data-quote="relaxation" data-source="post: 265697" data-attributes="member: 5759"><p>Here's an interesting question, in TV&Film you may want your display pleasing to watch but a large feature on tables is the sensory assault to the eyes.. so should virtual pinball the player set thier displays to emulate a real machine?</p><p></p><p>I think light calibration should start in-game first, as you pointed out before, the early era games shouldn't be going nuclear like later games but I think this might be a techinical issue with how their lighting 'mixes' layers. I've posted about this before where I show a 'lightmap' and the un-lit texture map but I suspected a photoeditors mixing algorithms might be too taxing for a videogame, or atleast.. a videogame with this many lightsources affecting so much on the playfield.</p><p></p><p>I haven't touched fx3 yet so I'm curious if theirs is prebaked tricks or not</p><p><em>I hated FX2s slings with their light flashes where everything burns white</em></p></blockquote><p></p>
[QUOTE="relaxation, post: 265697, member: 5759"] Here's an interesting question, in TV&Film you may want your display pleasing to watch but a large feature on tables is the sensory assault to the eyes.. so should virtual pinball the player set thier displays to emulate a real machine? I think light calibration should start in-game first, as you pointed out before, the early era games shouldn't be going nuclear like later games but I think this might be a techinical issue with how their lighting 'mixes' layers. I've posted about this before where I show a 'lightmap' and the un-lit texture map but I suspected a photoeditors mixing algorithms might be too taxing for a videogame, or atleast.. a videogame with this many lightsources affecting so much on the playfield. I haven't touched fx3 yet so I'm curious if theirs is prebaked tricks or not [i]I hated FX2s slings with their light flashes where everything burns white[/i] [/QUOTE]
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BlahCade 119: Gaps in Storage
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