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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#51 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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the gfx are wip. as he said:
"There havent been any really good tech demos of what C4 can do graphics wise yet" |
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#52 |
![]() Join Date: Jan 2009
Posts: 598
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I thought this screenshot from a C4 Engine based game was pretty good:
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#53 |
![]() Join Date: Mar 2008
Posts: 649
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Google Chrome integrated into C4:
Also, I trawled the C4 forums for PR2 info, but couldn't find any |
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#55 |
![]() Join Date: Jan 2009
Posts: 598
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Crap, I have been deceived!!! Oh well, I was close, wasn't I?
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#56 |
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#57 |
![]() Join Date: Jun 2009
Posts: 305
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So, PR2 is using C4. What about the underlying infastructre invovled in multiplayer and servers?
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#58 |
![]() Join Date: Feb 2009
Posts: 3,559
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It is concept art, look in the bottom right corner. In the top right of the chain link fence, you can clearly see the pencil marks.
These kinds of concept arts are drawn by hand with a digital pen using photoshop and drawn right onto the screen so they look REALLY good, but you can still clearly see that it's a painting. Top right corner of the entire picture also has some dark pencil marks. |
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#59 | |
![]() Join Date: Aug 2007
Posts: 1,061
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Quote:
And it may or may not be possible for it to be done real-realtime (as in, during a game) for it to edit that terrian on the fly. Just because you can do it in the editor does not mean you can do it in the game. Just to clarify... coding work has nothing whatsoever to do with the graphics. The graphics are a blank slate, since we aren't creating a mod anymore; we're creating a game from the ground up. Equate these graphics to changing everything in vanilla into flat stacks of boxes (everything, players included), and that's the kind of improvement you'll see when graphics work is actually done. Everything in due time guys, let's not beg and plead for screenshots and demos... Let them do their thing, and they'll give us the teasers when they so please. | |
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#60 | |
![]() Join Date: Aug 2008
Location: Cambridge
Posts: 773
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Quote:
- Fast, reliable network implementation using UDP/IP. - Solid fault tolerance and hacker resistance. - Advanced security measures, including packet encryption. - Automatic routing of messages to object controllers. - Cross-platform internet voice chat. Voxel terrain for example and voxel terrain LOD C4 Engine Forums • View topic - Seamless voxel-based geomip C4 Engine Features - Full-scene cinematic motion blur. More - High-quality procedural fire effects. - Fully extensible particle systems. - Real-time fluid surface simulation. - Real-time cloth simulation. - Surface markings on arbitrary geometry. The graphical shader editor, enhanced parallax mapping, horizon mapping, ambient lighting volumes, environment mapping, bumpy reflection/refraction. The feature list really is farely extensive, the shader editor gives a lot of scope for custom shaders, which is the eye-candy part of the engine. And there is already a lot of underlying infrastructure such as the world editor. There is a PhysX implementation somewhere as well, and on the forums there's some nice foliage packages people have begun creating. The price is very good for something where you get a powerful engine, support from the creator and public/private forums, a large amount of documentation, the source code and updates for life. | |
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Last edited by AquaticPenguin; 03-11-2010 at 07:28 PM..
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