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So a part of the colour data is used to identiy the material.
Here's He admits the id Software developers got into bitter arguments about whether to include "crouch" and "use" keys in the upcoming game [Doom 3]. (He lost the debate over "crouch" which now appears, but convinced the team there was no need for a "use" key.)
It's been done before in Unity: CustomOcclusionCulling
So a part of the colour data is used to identiy the material. Tricky. Does it still go into rendering or is that completely separate?
Fetching the texture or material from the raycast hit is one way to do it. We currently use colliders on the prefabs that tell the effects system what type of surface it is.
Some feedback for Night Dive/Otherside.The game configuration shouldn't be like it was in the original, that is, mission, cyber, combat, puzzle. It should all be factored into overall difficulty. Also game difficulty shouldn't be based around a time limit but by the 'real' challenge of a game, especially with respawning enemies if you do the remake like SS2 in that regard. An overall game time limit would just make the game feel like a mad dash to the end, missing stuff along the way. The imperative should come from limited supplies versus respawning enemies, like in SS2. Not saying that timed parts of the game wouldn't be fun, just that the overall game shouldn't have a time limit to beat it for the max challenge. I only mention this because a timed game was an option for the game in the original.Also, depending on how you guys rework the weapons the RF-07 Skorpion shouldn't be as overpowered as it was in the original.
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Also game difficulty shouldn't be based around a time limit but by the 'real' challenge of a game, especially with respawning enemies if you do the remake like SS2 in that regard. An overall game time limit would just make the game feel like a mad dash to the end, missing stuff along the way. The imperative should come from limited supplies versus respawning enemies, like in SS2. Not saying that timed parts of the game wouldn't be fun, just that the overall game shouldn't have a time limit to beat it for the max challenge. I only mention this because a timed game was an option for the game in the original.
Time limits are one of the worst things to put into an exploration based game but if the plot necessitates one, at least make it more lenient or let the duration depend on the difficulty as in the original. A good example is Fallout 1 - there are several interlocking time limits but you can still win the game even if you fail most of the deadlines, albeit with a drastically different world state.
It would be fairly simple in code to derive the material or texture from the uvs on the triangle hit, even if multiple materials are involved. I considered implementing it this way for SS Remastered, but ended up going with a box collider trigger approach instead. It's important not to put too many restrictions on the art pipeline.
internal feedback.