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Author Topic: whats to worry about  (Read 41257 times)
Tortured_Soul
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« Reply #15 on: April 06, 2007, 01:11:55 AM »

Sorry for the digression Typheron, if you'll let me put in my tup'enny bit, I think that the alpha channel is rated too high (it's too transparent). Perhaps around 75% would be more appropriate or a light distortion effect, providing that the Source engine can provide one of course.
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Deadmeat
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« Reply #16 on: April 06, 2007, 10:23:25 AM »

You really need to see it in action to properly assess whether it's too difficult to spot or not, ideally with other visible models running around blasting stuff to distract you. Hmm, I'm just stating the obvious aren't I Cheesy I like it though. Reminds me abit of Predators from Alien vs Predator. Hopefully the balancing will be better than AVP though!
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Khargoth
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« Reply #17 on: April 08, 2007, 05:43:31 AM »

Well, I believe the F.E.A.R. discussion has merit, as their stealth assassins use a very cool 'stealth' mechanic. From what I've seen, they are pretty much invisible. Even while moving. BUT, sharp-contrast areas like where light hilights a sharp edge on his armour, or his outline when standing in front of a light, show up as a transparant white line. Essentially this means he can be rediculously easy to spot in some places, but in others is Ten Ninjas. Personally I think it's much more realistic than games like Halo where they just make you 95% transparent.

Is there any way the Source engine can do that?
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ChromeAngel
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« Reply #18 on: April 08, 2007, 09:51:03 AM »

I think F.E.A.R. just used refraction (the Predator influence again...), we are using some of that in the Lictors cloaking, but not dependant on it.
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