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101. Water - in Outposts [original thread]
Aeon Amadi wrote: CCP LogicLoop wrote: Mac Dac wrote: CCP LogicLoop wrote: Robert JD Niewiadomski wrote: CCP LogicLoop wrote: (...)Testmap. With... animated water you can sink into? What other wunderstuff do you have on that ...
- by CCP LogicLoop - at 2013.08.27 07:12:00
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102. Water - in Outposts [original thread]
Mac Dac wrote: CCP LogicLoop wrote: Robert JD Niewiadomski wrote: CCP LogicLoop wrote: (...)Testmap. With... animated water you can sink into? What other wunderstuff do you have on that test map? Is it a map that is being tested pr...
- by CCP LogicLoop - at 2013.08.27 06:03:00
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103. Water - in Outposts [original thread]
Robert JD Niewiadomski wrote: CCP LogicLoop wrote: (...)Testmap. With... animated water you can sink into? What other wunderstuff do you have on that test map? Is it a map that is being tested prior to release or your private map for tes...
- by CCP LogicLoop - at 2013.08.27 00:29:00
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104. Socket Stuff - in Outposts [original thread]
Ultimately it is most likely possible given they are far enough apart. The issue is, they have a very LARGE radius on where the high LOD loads up. If those two radii touch, then it will be too much. They just can not touch.
- by CCP LogicLoop - at 2013.08.27 00:27:00
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105. Besieging Out posts, Fortified Outposts - in Outposts [original thread]
Aero Yassavi wrote: Because of that issue where aiming at an enemy at a null cannon is tricky because the reticule turns red when looking at the null cannon and you get hit markers when hitting the null cannons, the thought of them being destru...
- by CCP LogicLoop - at 2013.08.27 00:24:00
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106. Socket Stuff - in Outposts [original thread]
Doyle Reese wrote: So by being unable to use more than 1 large socket on your terrains, this would mean that the vision CCP had regarding have a MCC travel from one region of the terrain to the other impossible no? Unless you put everyone in th...
- by CCP LogicLoop - at 2013.08.26 07:23:00
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107. Besieging Out posts, Fortified Outposts - in Outposts [original thread]
Aeon Amadi wrote: CCP LogicLoop wrote: True Adamance wrote: So and interesting phenomenon I have noticed and I wonder if other have noticed it as well. Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compound. ...
- by CCP LogicLoop - at 2013.08.26 00:41:00
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108. Socket Stuff - in Outposts [original thread]
Mac Dac wrote: [quote=Mac Dac] 1. i actually ment multiple large SI ie. a orbital artillery large socket and a communication large socket. 2. i ment how many large or medium sockets (don't care much about small) SI could be on a map at once wi...
- by CCP LogicLoop - at 2013.08.26 00:36:00
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109. Socket Stuff - in Outposts [original thread]
Soraya Xel wrote: CCP LogicLoop, you forgot Ashland. AFAIK, it has 0 sockets. ;) You are correct! In fact, more accurate than I. Because even line harvest has two mediums.
- by CCP LogicLoop - at 2013.08.26 00:28:00
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110. Water - in Outposts [original thread]
negative49er wrote: Are you sure it the PS3 or just not the game engine. There many game that have water Biggest example GTA on ps3 So I am not the "tech / programmer" guy who knows this stuff. =) However, obviously other games have water. ...
- by CCP LogicLoop - at 2013.08.23 09:09:00
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111. Water - in Outposts [original thread]
Robert JD Niewiadomski wrote: CCP LogicLoop wrote: The last time I heard internally about why we do not have water is that it has to do with the PS3. It is most likely a memory budget problem. However, I do not know the exact technical reaso...
- by CCP LogicLoop - at 2013.08.23 08:48:00
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112. Water - in Outposts [original thread]
The last time I heard internally about why we do not have water is that it has to do with the PS3. It is most likely a memory budget problem. However, I do not know the exact technical reason. Only that it had something to do with the PS3.
- by CCP LogicLoop - at 2013.08.23 07:54:00
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113. Socket Stuff - in Outposts [original thread]
Mac Dac wrote: So my question is does CCP plan on making the maps use multiple sockets? Maps do use multiple sockets. They are all over the place. Most (notice, most, not all) geometry you see is in sockets. Except for Line Harvest and Manus...
- by CCP LogicLoop - at 2013.08.23 07:51:00
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114. map ideas - in Outposts [original thread]
Patrick57 wrote: http://blackmannrobin.com/wp-content/uploads/image_2297.jpg What about this? http://www.cinemablend.com/images/gallery/s20354/dust_514_12551307979328.jpg Or this? http://media.edge-online.com/wp-content/uploads/edgeonline/ol...
- by CCP LogicLoop - at 2013.08.23 00:50:00
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115. map ideas - in Outposts [original thread]
Valto Nyntus wrote: yeah, that's what i meant, a natural bridge.even though we may not need it, it would be really cool if it was added into the game. edit:As for the huge mountain, if you had a complex on top of this mountain, it could serve a...
- by CCP LogicLoop - at 2013.08.19 00:25:00
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116. Besieging Out posts, Fortified Outposts - in Outposts [original thread]
steadyhand amarr wrote: Smooth true :-P. Just to chip in. Has it ever been considered to have objectives that can be destroyed. Like in skim 1.0 some of the maps are quite well suited to last stand at the objective moments :-) "I've" wanted ...
- by CCP LogicLoop - at 2013.08.16 08:13:00
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117. Blueprints of Outposts? - in Outposts [original thread]
G Torq wrote: Loopy, create meshes of the levels + structures, similar to what we see on the warbarge prior to deploying to theater..... ...and then get those used in the warbarge :) I know there were plans to do that at some point. I do no...
- by CCP LogicLoop - at 2013.08.16 06:54:00
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118. Besieging Out posts, Fortified Outposts - in Outposts [original thread]
Haha not to worry. When I saw his name I knew there would eventually be mix-ups.
- by CCP LogicLoop - at 2013.08.16 03:39:00
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119. Besieging Out posts, Fortified Outposts - in Outposts [original thread]
True Adamance wrote: CCP LogicLoop wrote: True Adamance wrote: So and interesting phenomenon I have noticed and I wonder if other have noticed it as well. Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compoun...
- by CCP LogicLoop - at 2013.08.16 02:52:00
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120. Blueprints of Outposts? - in Outposts [original thread]
Actually it doesn't quite work out that way. When we design the levels we begin with a 2d layout. Then it goes into a block out process by the level designers. After that, the artists beautify it. Over the course of development of the outposts thi...
- by CCP LogicLoop - at 2013.08.16 00:56:00
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