2009-05-31, 06:56 AM
Here is the Tree of Life (edited: originally The Healing Tree) area...
This reworking (not only does it look better I think) get's around that pesky object disappearing act when you turn your back on something like that giant tree and it's outreaching canopy. I couldn't even make it stop doing that by disabling the Map Optimization option.
Key parts of the game like this area are the real stumbling blocks to pushing back the draw distance. But this was a fairly major gain. Once you start digging into DoM, you can see a lot more reasons Tom had to cut the draw distance back, other than his usual respawn excuse
It still feels as dark as before... you can just see further out into the darkness. In fact I've cut original DoM lighting level in half. It's a very dark game, and I even recommend setting the brightness setting until you can just make out things in dark areas like tombs and caverns (the outside is usually darker )
I just love the peeling effect of the 16bit colour model. It really works with the lofi graphics (the 32bit colour is sooo dull) ...It would be pretty interesting to see the 16bit renders put through 32bit antialiasing (pretty much what has done with this screenshot)
This isn't a view the player is likely to get in the game, so enjoy (if possible I'll sprinkle some rocks on the ground to let the player climb up here... as long as nothing breaks)
Of course the scene will need a lot of grass and stuff in the final release... but I have bigger fish to fry for now :roll:
PS: I also very much redid the path leading up to the tree. It is somewhat more holy feeling now :P
Also the lighting level in this screenshot is probably much lighter than what you'll get in the game...
This reworking (not only does it look better I think) get's around that pesky object disappearing act when you turn your back on something like that giant tree and it's outreaching canopy. I couldn't even make it stop doing that by disabling the Map Optimization option.
Key parts of the game like this area are the real stumbling blocks to pushing back the draw distance. But this was a fairly major gain. Once you start digging into DoM, you can see a lot more reasons Tom had to cut the draw distance back, other than his usual respawn excuse
It still feels as dark as before... you can just see further out into the darkness. In fact I've cut original DoM lighting level in half. It's a very dark game, and I even recommend setting the brightness setting until you can just make out things in dark areas like tombs and caverns (the outside is usually darker )
I just love the peeling effect of the 16bit colour model. It really works with the lofi graphics (the 32bit colour is sooo dull) ...It would be pretty interesting to see the 16bit renders put through 32bit antialiasing (pretty much what has done with this screenshot)
This isn't a view the player is likely to get in the game, so enjoy (if possible I'll sprinkle some rocks on the ground to let the player climb up here... as long as nothing breaks)
Of course the scene will need a lot of grass and stuff in the final release... but I have bigger fish to fry for now :roll:
PS: I also very much redid the path leading up to the tree. It is somewhat more holy feeling now :P
Also the lighting level in this screenshot is probably much lighter than what you'll get in the game...