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Thread: ARMA 3 development blog & reveals

  1. #201
    The T-shirt doesn't imply anything other than bad fashion sense.
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  2. #202
    As always, could just spend hours admiring at the landscape..I think I felt a bit of drool down my chin when I saw these http://www.armaholic.com/datas/users...new4_16471.jpg http://www.armaholic.com/datas/users...ew12_16471.jpg Knowing it's all dynamic is what makes it special really, seeing the clouds move and watching the sky changing colors just has far more appeal than watching a satic border, with land trapped in a pocket where time never changes.
    Last edited by NodUnit; Aug 2 2011 at 04:04.

  3. #203
    Am I to assume that these pictures are all taken with the highest graphics settings on? Also, how much work is being done on the graphics of the game, they look like they could be done right now, but we are to expect certain parts of the landscape to look much nicer in the final build a year from now?

  4. #204
    Well... we haven't seen any of the towns or villages yet up close. The buildings we've seen from afar could well be placeholders, or a couple simple models to populate the locations as to get the feel of the landscape.
    My bet is that the artists are really hard at work constructing the unique buildings, interiors, town objects, signs, etc
    The general landscape seems to be done, but we haven't seen any area of special character salt as the salt quarry.
    We have also yet to see the Greek population for that matter.

  5. #205
    Quote Originally Posted by msy View Post
    I don't think the shadows on the submarine is a good idear...
    http://www.armaholic.com/datas/users...new8_16471.jpg
    Not 100% sure how shadows should be. As there are caustics going on, should underwater shadows be distorted by refraction? Should shadows be less sharp and defined (vs overcast shadows which are much less intense)? Should the amount of these effects be modulated by the state of the sea (including caustics)?

    Will there also be caustic reflections (vs refraction only)? Like in this image. I'm guessing it could look pretty slick on boats and amphibious vehicles.
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  6. #206
    the funky guy's dragon shirt = CHINA INCOMING



    Nice Guys Finish Last!

  7. #207
    Quote Originally Posted by CarlGustaffa View Post
    Not 100% sure how shadows should be. As there are caustics going on, should underwater shadows be distorted by refraction? Should shadows be less sharp and defined (vs overcast shadows which are much less intense)? Should the amount of these effects be modulated by the state of the sea (including caustics)?

    Will there also be caustic reflections (vs refraction only)? Like in this image. I'm guessing it could look pretty slick on boats and amphibious vehicles.
    Refraction alone wouldn't affect the shadow much but the diffusion created would be amplified by depth (and the state of the sea) to make fuzzier shadows and water reflections would be totaly awsome.


    At any rate if those ingame images are unadulterated, it appears BIS have been hard at work improving the overall shadow depth, it's lookingmore realistic withoiut going to the high contrast extremes of many new games. This is also totaly awsome.
    Spoiler:


  8.   Click here to go to the next Developer post in this thread.   #208

  9. #209


    It looks beautiful. I mean really beautiful. It reminds me of my holiday in Nafplio 2 years ago.

  10. #210
    Nice screen, seems the Eurogamer one had other vegetation and no rocks?
    Anyway, most impressive screen till now. Good work.

    _neo_
    Proud community admin/member of The Tour of Teamrespawn

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