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Official Call of Duty 2 screenshots.
Posted: Tue Mar 15, 2005 3:26 pm
by reefsurfer
Posted: Tue Mar 15, 2005 3:31 pm
by Freakaloin
i always wanted to kill fags in shorts...
Posted: Tue Mar 15, 2005 3:34 pm
by Eraser
What's up with those hideous shadows on the buildings in the back of that 2nd screenshot? :icon9:
Posted: Tue Mar 15, 2005 3:34 pm
by o'dium
"Second platoon, shoot the plastic men wearing sunday caps!"
Its not Doom 3 engine like we thought because its using static lightmaps in that one shot

Posted: Tue Mar 15, 2005 3:35 pm
by HIVE
cool
Posted: Tue Mar 15, 2005 3:36 pm
by reefsurfer
Eraser wrote:What's up with those hideous shadows on the buildings in the back of that 2nd screenshot? :icon9:
Early beta shadows? :icon6:
Posted: Tue Mar 15, 2005 3:37 pm
by o'dium
Don't ya just love bloom guys. Its a real shame more people didn't use it these days. :icon29:
Posted: Tue Mar 15, 2005 3:42 pm
by Eraser
reefsurfer wrote:Eraser wrote:What's up with those hideous shadows on the buildings in the back of that 2nd screenshot? :icon9:
Early beta shadows? :icon6:
Well, o'dium already said it
o'dium wrote:"Its not Doom 3 engine like we thought because its using static lightmaps in that one shot

Those look indeed like (very low-res) lightmaps. So that makes me wonder whether it's the Doom3 engine or not. It
could be, that they decided to use static shadows for the large outdoor areas but that would pretty much defeat the purpose of Doom3's lighting system I think.
Posted: Tue Mar 15, 2005 3:47 pm
by o'dium
I dunno. Outdoor, well lit areas are possible in doom 3 by the use of a few tricks. that lightmap looks like Quake 3
Hell, eve nthe maps i compile with GTK for Quake 2 haver higher res lightmaps than those
If you ask me, looks like they just did the same again. Took CoD, added a few new tricks (normal mapping etc), and just upped the detail. Thats not doom 3, hence the soft shadows on geometry and models.
Posted: Tue Mar 15, 2005 3:55 pm
by Geebs
...or maybe they're just not using all of the features of the engine, to allow it to handle large outdoor maps without a) looking shite and b) running at less than 5 fps?
Posted: Tue Mar 15, 2005 4:03 pm
by o'dium
But doom 3 "can" handle large outdoors areas without "looking shite". The only problem are low res texturesm which make the landscape look flat.
This kind of level can be done easy in doom 3, and quite fast.
Posted: Tue Mar 15, 2005 4:05 pm
by MKJ
doom3 engine is overrated anyways. ppl is fun n all, but surely there are way more efficient ways of producing the same effect.
but thats pretty much what id does anyways

make a great engine but dont optimize it at all
Posted: Tue Mar 15, 2005 4:09 pm
by rgoer
o'dium wrote:Took CoD, added a few new tricks (normal mapping etc), and just upped the detail. Thats not doom 3, hence the soft shadows on geometry and models.
ding ding we have a winner
Posted: Tue Mar 15, 2005 4:17 pm
by Geebs
MKJ wrote:doom3 engine is overrated anyways. ppl is fun n all, but surely there are way more efficient ways of producing the same effect.
but thats pretty much what id does anyways

make a great engine but dont optimize it at all
Yeah, and they didn't have both major graphics card manufacturers optimizing their drivers for about 3 years solid for just one game....
Posted: Tue Mar 15, 2005 4:18 pm
by Geebs
o'dium wrote:But doom 3 "can" handle large outdoors areas without "looking shite". The only problem are low res texturesm which make the landscape look flat.
This kind of level can be done easy in doom 3, and quite fast.
Hey, you were the one whining about the D3 engine for about 2 months solid.
Anyway, I'm only quoting the Big Guy
Posted: Tue Mar 15, 2005 4:46 pm
by Don Carlos
looks good...part from shadow problems already highlighted
Posted: Tue Mar 15, 2005 4:49 pm
by Fjoggs
Someone should make a WW2 game.

Posted: Tue Mar 15, 2005 7:25 pm
by Zimbo
It's a highly modified Quake 3 engine and for that it looks pretty impressive.
Posted: Tue Mar 15, 2005 7:29 pm
by rep
Translation: Every idiot puts it on whatever they've changed r_picmip to at a value of 4 or above, and turns off the dynamic shadows and normal maps.
Cunts.
Posted: Tue Mar 15, 2005 7:35 pm
by rgoer
Zimbo wrote:It's a highly modified Quake 3 engine and for that it looks pretty impressive.
this is science
Posted: Tue Mar 15, 2005 7:44 pm
by rep
Memphis wrote:rep wrote:Translation: Every idiot puts it on whatever they've changed r_picmip to at a value of 4 or above, and turns off the dynamic shadows and normal maps.
Cunts.
And why is that bad? If it makes the game easier to play, or run smoother, then it's up to the user. Whiny opinionated prick.
Hey fatty...
I'm talking about kids with GeForce 6800Ultra OCs running games like Quake 3 at r_vertexlight 1, r_picmip 6, r_mapoverbrightbits 4, etc. It's just to give them an advantage and take the fun out of the game.
I know people who dumb down every game they get like this. In Joint Operations: Typhoon Rising, I had some honest to god scary situations, where there was lightning and it was completely dark and I could barely see the guys in their waypoint. I was on my belly in the muddy water, and there was a heavy thunderstorm happening. I would squint my eyes to try to see through the dark and make sure what I'm targeting is an arm and not a branch. The crickets and raindrops muffled the sounds of guns loaded and boots hitting the ground.
Then someone runs right over top of me without even seeing me, scaring the shit out of me. I could only see them in the flash of lightning.
On the other hand, my friend on the same server at the time, with a dumbed up config with no pixel shaders, no environmental effects, blurry textures, no ambient sounds, and low detail models doesn't get that sort of fun experience because he's too worried about staying alive.
What would taking a friend Snipe hunting be if it weren't a dark cornfield? If they blurred the corn and turned up the brightness, they would lose so much of the fun.
Posted: Tue Mar 15, 2005 8:17 pm
by inolen
o'dium wrote:its using static lightmaps in that one shot

No, it isn't.
Posted: Tue Mar 15, 2005 8:19 pm
by o'dium
inolen wrote:o'dium wrote:Its not Doom 3 engine like we thought because its using static lightmaps in that one shot

No, it isn't.
Explain. It looks to me as if they are using low res static lightmaps created at compile time. Notice how every other shadow in the world is soft, but acuarate? It appears, to me at least, that they are using static lightmaps for world brush geometry and fuzzy stencil shadows for entities?
Posted: Tue Mar 15, 2005 8:21 pm
by eepberries
I'm really not impressed at all by the COD 2 screens. To be honest with you, they look almost the same as COD1.. maybe with a TINY bit more quality.
edit: actually, it just looks like COD1 with bumpmapping to me :icon19:. The textures themselves aren't really that astounding or anything. The the effects look better

Posted: Tue Mar 15, 2005 8:21 pm
by inolen
o'dium wrote:inolen wrote:o'dium wrote:Its not Doom 3 engine like we thought because its using static lightmaps in that one shot

No, it isn't.
Explain. It looks to me as if they are using low res static lightmaps created at compile time. Notice how every other shadow in the world is soft, but acuarate? It appears, to me at least, that they are using static lightmaps for world brush geometry and fuzzy stencil shadows for entities?
Those are dynamic shadow maps. It appears they are just lower res farther away.
http://www.ronfrazier.net/apparition/in ... hting.html
Look near the bottom, it explains them ("Depth Mapped Shadows").