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In campaign, the moving foliage is back in. Big rubbery leaves, little ferns, close ground cover. They all move when you walk through ‘em, and I was surprised to see the plants actually self-shadowing. I had assumed that was a lightmap, but it’s a realtime effect, as far as I can tell. It gives the plants a very compelling, realistic aspect. Especially when I’m lobbing grenades at ‘em to see them move. Or following an AI player around and watching him interact with them. So Chris Tchou, one of our uber elite graphics technologists (guys who make the stuff that the artists use – like sweet water and shader effects) was fiddling around with ways to better visualize edges and objects during test cycles. And he came up with a nifty tool for the graphics guys to use that was designed to be purely practical – but in a happy accident, is also the coolest ass thing ever. Basically we can turn on this mode at any time, and up pops a massively simplified vector outline of the game. It’s half Battlezone, half Wind Waker, all awesome.
But there’s been a bunch of other audio progress too. Sound effects, especially in multiplayer, have made a kind of quantum leap. Lots of things in Halo will sound really familiar, but one thing that will sound new and awesome is the “distant gunfire” scheme. You know when you watch a completely awesome war movie, and in the distance you hear big, wide, echoey shell and gunfire and it takes on that weird, ethereal quality? We have that now. The funny thing is, at first it sounds like an ambient noise – you know, like birdsong or thunder – that we just put in for effect. But in fact, it’s all “real” which is to say, generated by actual distant battles.
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原帖由 west2046 于 2007-2-24 13:48 发表 我还是理性认为有 GOW 七成我就满意了!