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Posts posted by bluespace88
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not really. You don't want lag to occur when you change dates, or when close to time travelling because you have to load all these models. The way that VC has it is the best alternative where it loads everything after it fades out, or during the white flash of instant time travel, and I guess this problem only concerns instant time travel, because its not instant if you have to allocate and deallocate memory for models, which could be in the hundreds of megabytes.
Best bet is to have it all loaded, and with computers these days, thats easy to do. This will make the view distance of course a bit more relevant as it determines how many models to load. Works well here with 4 time periods, but for any time travel game with much more, the current way is the best for handling that.
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I think not. My topic anyway. But I haven't seen anyone trying to further discuss this, so I'm closing it because 4 people can't seem to get on topic after I implied that by asking you all to stop arguing.
*closed*
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that is keeping them in memory. I'm stating all of this assuming that everything is dynamically loading like all of the free roam games these days.
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You mean stuff like an in car view with time circuits that have a display that changes according to time with blinking lights and being able to use the mouse to punch in time instead of the keyboard?
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then make a topic about it. Don't ask here.
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What hopefully will become an indie game.
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Well, there you go. The games are not canon. Straight out of Bob Gale's mouth.
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That's epic!I don't know if I want to stick with this tool though. its nice, but i have to shell out 1.5k for the fancy stuff. Looking at a few others, and I might have found another alternative. I really need to move past just doing stuff that looks like renders though. Just looking for alternatives since I'm not doing this full time. For more context, this was from a while ago, and using just pure code, no tools other than a text editor.
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don't know. It might have luggage in it.
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I dont' know about that. Could do with an extra inch or 2.
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might want to increase that ride height too
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I bet most of you all can guess what its NOT from. And some of you might know what I'm planning to do post-GTA.
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i don't know why you're expecting so much out of GTA. If you wanted engine sounds, you'd play GT5, NFS, Dirt, etc.
mine will probably suck too archer, but at least you can tell me how to mold it.
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Yep. All the sounds are played as is, no pitch modulation. Except final gear. That is the only one that has pitch change.
Is that right archer? I'm totally guessing here.
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They'll have the vid in 2-3 weeks
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I didn't find it. Desi was the one who started all of this
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Part 3:
http://www.telltalegames.com/community/blogs/id-696
I have to say, their delorean model is looking awesome for a commercial product from what I see. Doesn't beat Carlos's, but then they aren't going hires like we are, but I like it. Don't know what they're saying as sound is off, but at least it looks like they used more references then just that diamond select delorean, which is awesome. I can't spot any glaring inaccuracies in SD.
The only thing I noticed was off was that the scale of the diamond select is 1:15, not 1:18 xD
And young doc o_O
And $25? I'll take it. *preorders*
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who said it had to be another game?
Anyway, what VC and SA really needs for time travel to be a bit more seamless is to load all the models in memory and keep them there, that way the computer doesn't have to load the mesh and textures, and can just render them when needed. Might need a higher end computer to keep it smooth, but should be fine for most computers these days, and was rather evident in a Crysis mod I saw. The problem is the calls that both VC and SA make have to load the model first before plopping them down. I mean, you can save them in memory, but it has horrible memory leaks in that case.
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They can't, because the part 1 cars are the part 2 cars. All three cars (A, B, and the cutup car C) were modified for part 2, and if you're talking about doing it the "same way" as the part 3 car here, the B car is kind of a mess right now. C car, obviously, was used for interior shots. So you really only have one actual car thats still running that was used in parts 1 and 2, which is the A car sitting at Universal Studios Hollywood in BTTF2 + Universal crap garb.
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speaking of bttf parts, when the time comes and you start making the time circuits display, can you make each digit/light a separate mesh? I want to play around with swapping textures for the time circuits in my project to make it look like they work.
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well, one's kind of hanging underneath planet holly wood in its train wrecked state, and the other is held by Universal who refuses to sell it.
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Kinda evident in many of the shots, especially with the animated stuff.
Its also a very old engine. DirectX 8.0 is so old now.
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SA does have wheel scaling, but 2 types. The first one is like vc where it resizes the wheel. The second one is where it just resizes the collision model of the wheel, but keeps the wheel scaled the same as it was in the modelling program.
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They just look a tad oversized imo, but looks fine other than that. I think most of the stuff can be blamed on VC though and not Carlos's model. I never did liked VC's wheel scaling thing. It looks fine here.
Cast Reunion on the Today Show
in Back to the Future Discussion
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