![]() ![]() I can't go into detail here but you simply don't have the possibility to play them like you want, you can't open a lobby with your maps and have other people join it. Though, they messed up pretty bad on this part. Plus of course there's the editor, which opens up many possibilities - and it's great, even better than in fc2. So many reviews that all ignore the multiplayer, which is really messed up.Īlthough it's a bit similar to CoD it's still unique in my opinion and gameplay wise plays decent. The Single Player is great but too easy, even on the hardest difficulty. I'd go for Far Cry aswell, but it gets way too high scores in my opinion. ![]()
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![]() ![]() ![]() Damian isn't around, but people already hate him, so clearly he's not still a child. This game is apparently set 1200 years after DOS, therefore would be roughly around the time of Damian's banishment. ![]() I say this because, clearly Damian isn't around. Therefore, is Lucian not still alive and well at the time of DOS2? Why are we getting a new Divine when we still have one here? Okay, I'm somewhat confused about where everyone is in DOS2.Īs far as I'm aware, DOS2 is set after Damian's banishment (how fickle the Black Ring are to have already sworn oath to the God King.), but before (obviously) his return. ![]() ![]() * Mipmaps were originally intended as a quality-at-a-distance improvement, the game performance came as a side-benefit. * Mipmaps for game performance - that's their purpose. Even if they take up more space, they drastically improve game performance. Specular, Reflection Maps - these usually end with "_s.dds" Normals, Normal Maps - these usually end with "_n.dds" Textures, Color "diffuse" Textures - these usually end with "_d.dds" * Specular - Reflection maps, this determines how shiny or reflective a texture ends up looking in the game. It effectively determines how smooth things are. Essentially dips and ridges and various shadows can be described in this type of texture. * Normals - Normal Maps, this is a way for a texture to describe 'bumpiness' and shadows. * Alpha - this is for transparent parts of a texture, like seeing through holes in a flag or a piece of clothing (like the holes in a belt). * Textures - Color or "diffuse" Textures, the colors that appear in the game. * XBox can run BCx files, they just take up more space and have worse performance * BCx files won't compress at all on XBox but DXTx will ![]() * Normals are almost always DXT5 since they have alphas for the shine values. * If your textures DO include alpha save the file as DXT5. * If your textures DO NOT include alpha, save the file as DXT1. ![]() |
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