And none of them have that "has anyone heard of knocking before coming in to the bathroom" look on them.
For some reason the screenshots always have a pink glow to them, which is not present in the actual game.This pinkish lighting effect SUCKS. Enough with it already, I'm not going to Strawberry Shortcake's crib to play pinball, fer crissake.
For some reason the screenshots always have a pink glow to them, which is not present in the actual game.
Mr Centaur on the PS3 would strongly disagree!! ;D
As would anyone going rafting on Wh2o!
Sorry Fungi, english is not my first language as it is yours!
Btw:
How can reflective chrome require real-time rendering and yet still be suitable for pre-rendering, especially considering the gazillion possible combinations of lights and moving objects (up to 3 balls) that may be reflected in the skull's surface?You don't texture wrap chrome, it's a real-time rendering thingy, and as said, that's going to be an issue for some technical reason or another with dynamic 3D. Pre-rendering, that's why.. no issue at all, but what do I know.
I am hoping these change significantly between now and PS3 release time. How you can have a T2 where the skull is pink/purple and not gleaming chrome - or at least silver/gray/lead color - just blows my mind. The whole thing has that awful pink hue to it that we've seen other tables hurt by and that really bugs me with this one.
I see the weird pinky orange lighting is in full effect here. : P Of course gosh only knows how the PS3 version will turn out. 8o
The pink hue is kind of annoying. I wish they would get rid of it, seriously.
Pink hue again. What else is new.
How can reflective chrome require real-time rendering and yet still be suitable for pre-rendering, especially considering the gazillion possible combinations of lights and moving objects (up to 3 balls) that may be reflected in the skull's surface?
How can reflective chrome require real-time rendering and yet still be suitable for pre-rendering, especially considering the gazillion possible combinations of lights and moving objects (up to 3 balls) that may be reflected in the skull's surface?
Correct, you cannot see real-life reflections with pre-rendering. What I mean is that you don't have the problem with trying to texture map chrome in pre-rendering, you just render the object in chrome and it will look perfect if you know what you're doing. But with dynamic 3D things are much more complicated. At least that's how it seems to be in this case, otherwise we would have seen a chrome skull. It looks dull and grey now so FarSight don't have to worry about it's mirror-like appearance which will probably eat lots of resource power. And to texture map chrome, you will need to make a flat 2D image with all the reflections falling on the right places on the skull's features when wrapped around it, and that's not a little something. On top of that, just as with pre-rendering, a texture map will not reflect the ball real-life as it is just a static image. But I doubt you will notice it, if the illusion of chrome is there then you will forgive that.
Uhhh...
Yeah cause god knows PS3 and 360 can't handle this kind of rendering. You need something incredibly powerful like the Dreamcast to pull it off.
I'm sorry but I'm not buying it.
There's no excuse. They could then do a chrome texture map that doesn't reflect.
Games on the Nintendo 64, PlayStation and Sega Saturn all feature metallic textures that reflect the environment.
I can't even believe this is a discussion point and people are giving Farsight an excuse. Nonsense...
BTW that video I posted of Dead or Alive 2 on Dreamcast is messed up due to emulator. On real Dreamcast hardware Zack's body reflects the environment around him, down to the green light sources that are hanging off him.
This should be a total cinch on any modern (and ancient!!) hardware.