Deathball in Unreal2 MP-addon?
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Deathball in Unreal2 MP-addon?
Yo,
What about Deathball in Unreal2? It's clear that Unreal2 will get a FREE downloadable MP add-on.
(somewhere in this thread:
http://www.ina-community.com/forums/sho ... did=304763)
IMO, Deathball in Unreal2 will looks much more better then in UT2003. Better lightning+shadows and stuff.
Only problem is perhaps the playermodels, but who cares.
What about Deathball in Unreal2? It's clear that Unreal2 will get a FREE downloadable MP add-on.
(somewhere in this thread:
http://www.ina-community.com/forums/sho ... did=304763)
IMO, Deathball in Unreal2 will looks much more better then in UT2003. Better lightning+shadows and stuff.
Only problem is perhaps the playermodels, but who cares.
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Man, the U2-engine is much more better then the one of UT2003.
Did you see the model/player-shadows in Unreal2? The shadows will be cast also on walls and stuff, it depends on the lightning.
If you ever played Unreal2, you know what i'm talking about.
I don't talk about about Projectors, i'm talking about he player-shadows and the Static Mesh-shadows.
Take a look a this pic and you see the shadow of the models will be cast everytime on a different way. On the pic, the lightsource is outside the ''pipe'' (sunlight) and the shadow of the models will be cast inside the pipe:
http://www.wallpapers.cz/games/unreal2.jpg
Static Meshes also cast much better en sharper shadows then in UT2003. In UT2003, it's mostly blurry and dark.
Really, Unreal2-engine is IMO much more better then the one of UT2003.
Did you see the model/player-shadows in Unreal2? The shadows will be cast also on walls and stuff, it depends on the lightning.
If you ever played Unreal2, you know what i'm talking about.
I don't talk about about Projectors, i'm talking about he player-shadows and the Static Mesh-shadows.
Take a look a this pic and you see the shadow of the models will be cast everytime on a different way. On the pic, the lightsource is outside the ''pipe'' (sunlight) and the shadow of the models will be cast inside the pipe:
http://www.wallpapers.cz/games/unreal2.jpg
Static Meshes also cast much better en sharper shadows then in UT2003. In UT2003, it's mostly blurry and dark.
Really, Unreal2-engine is IMO much more better then the one of UT2003.
Last edited by MelvinB on 10-07-2003 16:10, edited 1 time in total.
froste wrote: dont remember that scene ingame.
is it a render perhaps?
It's an ART-shot, but it's just like ingame. Can't find so quick a good shot of it. Shadowing is just the same as on that pic.
In Ut2003, the player cast a crappy shadow from above to the floor. It will not cast any shadows to walls and stuff. Only on the floor, no mather what the direction of the lightsource will be. Unreal2 has shadow-casts just like in Doom3. (not same technique ofcourse, but just the same way of casting shadows)
U2 isn't NEARLY as popular as UT2003 is. If you held a poll, you would probably find that the majority prefer UT2003 to U2. The gameplay in U2 sucked, mainly because the player movement was so slow. UT2003 was MEANT for multiplayer, so the engine is well-adapted for it. This is why DB is so perfect for it. I mean c'mon, who gives a toss over shadows?
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