I'e done that flip-flop thing again guys :( (doom movie)
I'e done that flip-flop thing again guys :( (doom movie)
ok, so i hated it. It looks shit, its awful... I couldn't stand it...
So why, watching these movies, does it look so cool...?
Why does even the way the pinky moves and looks, seem perfect?
Why is it that all of a sudden, this movie has gone from complete waste of space to holy fucking shit it just may BE the best game ot movie adaption of all time?
Im ok with people flaming me for flip-floping on this, i even said "I cant post this?" before, i erm, posted it...
Just watch the movies, it fucking ROCKS.
http://www.quake2evolved.com/blurforum/ ... eadid=1430
So why, watching these movies, does it look so cool...?
Why does even the way the pinky moves and looks, seem perfect?
Why is it that all of a sudden, this movie has gone from complete waste of space to holy fucking shit it just may BE the best game ot movie adaption of all time?
Im ok with people flaming me for flip-floping on this, i even said "I cant post this?" before, i erm, posted it...
Just watch the movies, it fucking ROCKS.
http://www.quake2evolved.com/blurforum/ ... eadid=1430
yeah, was kinda so-so about that. Its a good idea, and i liked the way they did it, guess i was just hoping to see more of the stuff going on, like limbs etc coming off, instead of bits of metal blocking your view then "oh there it is!" in an instantfeedback wrote:So most importantly, in the Q4 becomming a strogg video, I see that the hero loses his junk to a machine. Ruh roh.
Well, rep your forgetting a few basic game design things.rep wrote:How exactly would you suggest they do that with models of this polycount?
First of all, performance is not as much an issue here. This is a cinematic. In a cinematic case, you can have as much as half the performance of a "playing" case, because the player doesn't require as much fluidity in his movement.
Secondly, look at the surroundings. Its a very small, very enclosed space. The detail is minimal because the player cant see or move anywhere hes not supposed to. This means the level is optimized in a far better way than an average single player level could be.
Take the two above and you have room for improvement in polygon counts over an average single player scene. All it would need is an extra couple of seams on the legs to show them cutting away and coming off. The body part, yes, that could be VERY tricky to do, near impossible in this day and age.
But dont under estimate what can be done sir, the limbs actually coming off is quite easy to do, and fast still
The Hellknight look ok I guess. But way to small. In Doom 3 when you see him for the first time is when you walk out into his area between his legs while he stands up...
In Q4 I don't there is need for more gore really. I hate splatter movies though. I think singleplayer looks interesting at least. Looks like it will be a bit varied stuff that you have to do, so it probably won't be too repetitive.
In Q4 I don't there is need for more gore really. I hate splatter movies though. I think singleplayer looks interesting at least. Looks like it will be a bit varied stuff that you have to do, so it probably won't be too repetitive.
Last edited by netrex on Sun Aug 14, 2005 10:53 am, edited 1 time in total.
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Well yeah they do give you extra powers like higher jumping, atser running and, shit...netrex wrote:More powerful legs most likely.o'dium wrote:Why did they cut off his legs, only to replace them... with legs...?
But i mean, why not some super cool 900 foot spider legs with 87 toes per foot and toe mounted railguns!?
They'd sacrifice visual fidelity if they ran an animation of the legs being sliced and then grabbed by a robotic arm and removed. At that proximity unless they were to use a one time high poly leg model, you would see the low poly silhouette, which is a big distraction.
Plus they like reusing as many assets as possible. Boxershortsman is a character you can use in multiplayer.
Plus they like reusing as many assets as possible. Boxershortsman is a character you can use in multiplayer.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Hes also a zombie in Doom 3.rep wrote:They'd sacrifice visual fidelity if they ran an animation of the legs being sliced and then grabbed by a robotic arm and removed. At that proximity unless they were to use a one time high poly leg model, you would see the low poly silhouette, which is a big distraction.
Plus they like reusing as many assets as possible. Boxershortsman is a character you can use in multiplayer.
I believe you're thinking of the Cyberdemon.netrex wrote:The Hellknight look ok I guess. But way to small. In Doom 3 when you see him for the first time is when you walk out into his area between his legs while he stands up...
In Q4 I don't there is need for more gore really. I hate splatter movies though. I think singleplayer looks interesting at least. Looks like it will be a bit varied stuff that you have to do, so it probably won't be too repetitive.
