2010-11-10, 10:51 PM
For some reason the textures further back in the background there becomes wavy. I wonder why that is / if it's not just an optical illusion. I'm pretty sure it won't happen with Ex / mipmapping / anisotropic filtering etc. With Ex pretty much everything looks rock solid (the way you'd expect) always.
I've been playing Armored Core (the first game) lately and am pretty floored by how the wall textures are straight when close to them, but only a little ways down the hall they get really wonky / wavy. There is definitely some kind of LOD going on, but it should've been pushed much further back. I kinda wonder if it isn't being emulated by the PS3 correctly. Stuff tends to pop out of nowhere a lot as well. I don't remember KF2 being so bad, but it's hard to imagine this sort of thing was ever acceptable in 3D games... still the shear ambition of AC shines thru.
Woops: posted this in the wrong thread...
You might btw try making a custom arm model with the morning star baked in. That way you could animate the chain etc, and probably have a unique attack arc. In theory it should all work just fine unless some arbitrary limit (3) is placed on the number of animations read in for the hand (possible but unlikely)
PS: The only problem with this approach I can think of is all the weapons animated this way would have to be in the arm model. They could be tucked behind the player's back. And with any luck Som might not try to draw them, and Ex could go even further to make sure stuff completely behind the player is never drawn (so just to speed things up a smidgen)
In fact I see no reason why bows and arrows etc would not work. So I'm eager for someone to try to do that. Adding arm animations I've always been interested in. But this is the first time I thought of adding one animation per weapon (with the weapons themselves built into the arm model)
I've been playing Armored Core (the first game) lately and am pretty floored by how the wall textures are straight when close to them, but only a little ways down the hall they get really wonky / wavy. There is definitely some kind of LOD going on, but it should've been pushed much further back. I kinda wonder if it isn't being emulated by the PS3 correctly. Stuff tends to pop out of nowhere a lot as well. I don't remember KF2 being so bad, but it's hard to imagine this sort of thing was ever acceptable in 3D games... still the shear ambition of AC shines thru.
Woops: posted this in the wrong thread...
You might btw try making a custom arm model with the morning star baked in. That way you could animate the chain etc, and probably have a unique attack arc. In theory it should all work just fine unless some arbitrary limit (3) is placed on the number of animations read in for the hand (possible but unlikely)
PS: The only problem with this approach I can think of is all the weapons animated this way would have to be in the arm model. They could be tucked behind the player's back. And with any luck Som might not try to draw them, and Ex could go even further to make sure stuff completely behind the player is never drawn (so just to speed things up a smidgen)
In fact I see no reason why bows and arrows etc would not work. So I'm eager for someone to try to do that. Adding arm animations I've always been interested in. But this is the first time I thought of adding one animation per weapon (with the weapons themselves built into the arm model)