Dopefish Posted May 27, 2018 Posted May 27, 2018 (Originally posted the 12th of January, 2014) Upper image is from RTW, while the lower one is taken from G1 today. Here's a bonus of the playerbase from Patriot, back in 2011: 13 6
Xaix Posted May 27, 2018 Posted May 27, 2018 (edited) Wow... When the game was a magic place to live... Edited May 27, 2018 by Xaix Compliment added
TheTankBal Posted May 27, 2018 Posted May 27, 2018 (edited) also dopfish heres my FH u can use for your forum pic. Edited May 27, 2018 by TheTankBal
Alani Posted May 27, 2018 Posted May 27, 2018 APB went from a nice bright city to an ugly second life grunge fest. 1
Dopefish Posted May 27, 2018 Author Posted May 27, 2018 7 minutes ago, TheTankBal said: also dopfish heres my FH u can use for your forum pic. [IMAGE] Thanks!
TheTankBal Posted May 27, 2018 Posted May 27, 2018 1 minute ago, Dopefish said: Thanks! NP, i just moved him into a new tank to.
Bellenettiel Posted May 27, 2018 Posted May 27, 2018 hopefully we can turn on the lights on san paro after 4 years
TheTankBal Posted May 27, 2018 Posted May 27, 2018 1 minute ago, Bellenettiel said: hopefully we can turn on the lights on san paro after 4 years u could do that?
Bellenettiel Posted May 27, 2018 Posted May 27, 2018 Just now, TheTankBal said: u could do that? figure of speech
Dopefish Posted May 27, 2018 Author Posted May 27, 2018 1 minute ago, Bellenettiel said: hopefully we can turn on the lights on san paro after 4 years The main reason why the lights aren't as bright, were because MonteCristo went through and lowered all the emissive textures for them. If that's a change we'd like to see in the future is mainly subjective, but it would make sense to increase them for certain materials.
Bellenettiel Posted May 27, 2018 Posted May 27, 2018 1 minute ago, Dopefish said: The main reason why the lights aren't as bright, were because MonteCristo went through and lowered all the emissive textures for them. If that's a change we'd like to see in the future is mainly subjective, but it would make sense to increase them for certain materials. well i guess i deserved that i meant the game filled with people, as in.. enough to light all those buildings? 1
vsb Posted May 27, 2018 Posted May 27, 2018 rtw night sky looks grossly unrealistic g1 doesnt look that much better but at least it could be light pollution 2
Outofmyway Posted May 27, 2018 Posted May 27, 2018 Let's all remember that the stock exchange values in financial haven't changed in 8 years!!!! Safe investment fellas!!!! 1
-Rachel- Posted May 27, 2018 Posted May 27, 2018 How did they manage to make the game look so much worse? Seems to me you'd have to be legit trying really hard to do that.
-Rachel- Posted May 27, 2018 Posted May 27, 2018 15 minutes ago, BXNNXD said: rtw night sky looks grossly unrealistic g1 doesnt look that much better but at least it could be light pollution Yes the RTW night sky is supposed to be light pollution and it looked great.
vsb Posted May 27, 2018 Posted May 27, 2018 1 minute ago, -Rachel- said: Yes the RTW night sky is supposed to be light pollution and it looked great. you can see stars lmao
Bellenettiel Posted May 27, 2018 Posted May 27, 2018 9 minutes ago, BXNNXD said: rtw night sky looks grossly unrealistic g1 doesnt look that much better but at least it could be light pollution it is a city that never sleeps, as the lore states.. lights on at all times. makes sense
-Rachel- Posted May 27, 2018 Posted May 27, 2018 1 minute ago, BXNNXD said: you can see stars lmao Well aside from that, but I mean the general glow.
Genobee Posted May 27, 2018 Posted May 27, 2018 A third comparison to where APB ended up might be in order. Along with a re-re-re-breakdown of what changed for the worse (at least to some of us).
vsb Posted May 27, 2018 Posted May 27, 2018 Just now, -Rachel- said: Well aside from that, but I mean the general glow. the glow is correct in existing and its close in color, but it only seems to extend about 3 floors off the ground
Chinook Posted May 27, 2018 Posted May 27, 2018 I think a compromise somewhere in-between could be found? There are a lot of things I would like to pick from both. The darker areas (back alleys, tunnels, interiors) were almost as bright at nights in RTW as open areas are now. I want the dark alleys and shady backstreets and bright days and higher quality sky. 1
Genobee Posted May 27, 2018 Posted May 27, 2018 (edited) 2 minutes ago, BXNNXD said: the glow is correct in existing and its close in color, but it only seems to extend about 3 floors off the ground Yes and no. There's no longer the same type of bloom. The 'high quality' star shaped bloom, that is, versus the standard circular blob we have now. Ontop of this they removed a form of emissive light from the majority of in-game objects leading to them looking more dull. Especially at night when object brightness really comes into play. Edited May 27, 2018 by Genobee
BuckyTheBronco Posted May 27, 2018 Posted May 27, 2018 (edited) If I recall correctly, wasn't the purpose of the changes to help client side performance? It would be interesting to see frame and stability differences between these two stages of shaders/textures to see how effective the changes really were. Edited May 27, 2018 by BuckyTheBronco
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