Changed lighting.
Added shadow casting lighting to entrances for all Elevators.
Added various assets to Blue Room.
Added distant Volumetric Fog.
Added call switches to Blue Room Elevator.
Added Planar lighting to Lighthouse interior.
Added light flair orbs to mountain tunnels exit.
Added lanterns to River Bridge.
Changed Pine Forest ground texture.
Increased fidelity, detailing and improved hight mapping to most other ground textures.
Removed light flair from ruin torch.
Reworked Pine Forest.
Complete rework of Mountain Scape < work very much in progress, terrain texture missing.
Optimised performance to accommodate new more detailed and varied assets.
Fixes:
Fixed an issue where player could get stuck in Blue Room Elevator.
Added correct collection to Hall Stairways. (Fixed bouncing down stairs)
Changes to Island Night Map:
All changes from Island Map carried over and in addition;
Fixes:
Fixed Volumetric Fog shading shafts light source inaccuracy.
nice work dude, never fails to impress me how much a person is able to achieve, with a little passion, and a lot of knowledge.. or a lot of passion and a little knowledge
and all that on top of doing the real life(tm) stuff too.
nice work dude, never fails to impress me how much a person is able to achieve, with a little passion, and a lot of knowledge.. or a lot of passion and a little knowledge
and all that on top of doing the real life(tm) stuff too.
Thanks, "a lot of passion and a little knowledge" fits me best
Might as well give an update while here.
I'm in the process or porting it into CryEngine 5, which has DX12
This project was started in 3.5.8(the Crysis 3 engine) , this build is 3.8.6, i have always managed to port the project into new engine revisions and make use of new features, with some, tho not too much agro.
5 is proving to be a serious problem, aside from the fact that its actually a bit broken its also largely a different engine, so its not playing nice with me.
I will get it done but its going to take a couple more months, at least, then i might publish Alpha 3 and after that build more into it, fill up those empty spaces.
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