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[quote] That's why I suggested some post processing or slightly better textures instead of all kinds of post processing and HD textures. Just a slight improvement. I[/quote]
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[quote] That's why I suggested some post processing or slightly better textures instead of all kinds of post processing and HD textures. Just a slight improvement. I[/quote]
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2 |
There
is
already
"some
postprocessing"
-
we
have
screenspace
dynamic
lighting,
hdr
and
bloom.
There's
a
Depth
of
Field
shader
somewhere
in
the
options,
disabled
by
default
becaues
it
didn't
seem
to
really
add
much
value.
@Shadowfury
uses
an
outline
shader
-
also
shipped,
but
not
default-on
-
to
enhance
the
visuals
in
his
casts.
|
2 |
There
is
already
"some
postprocessing"
-
we
have
screenspace
dynamic
lighting,
hdr
and
bloom.
There's
a
Depth
of
Field
shader
somewhere
in
the
options,
disabled
by
default
becaues
it
didn't
seem
to
really
add
much
value.
@Shadowfury333
uses
an
outline
shader
-
also
shipped,
but
not
default-on
-
to
enhance
the
visuals
in
his
casts.
|
3 |
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3 |
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4 |
You could throw in SSAO, figure out how to animate emissives on unit textures, add dynamic shadows for ground units, and whatnot - but now i'm confused about where you draw the line between "some" and "all". Perhaps you have some specific post-processing effects that you would suggest, though.
|
4 |
You could throw in SSAO, figure out how to animate emissives on unit textures, add dynamic shadows for ground units, and whatnot - but now i'm confused about where you draw the line between "some" and "all". Perhaps you have some specific post-processing effects that you would suggest, though.
|
5 |
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5 |
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6 |
Making the textures better doesn't simply amount to upscaling them to a higher resolution. You have to remake them to actually work with that resolution. That is unfortunately a lot of work, especially if the sources for the texturing process done by the original artist are nowhere to be found, which is the usual case.
|
6 |
Making the textures better doesn't simply amount to upscaling them to a higher resolution. You have to remake them to actually work with that resolution. That is unfortunately a lot of work, especially if the sources for the texturing process done by the original artist are nowhere to be found, which is the usual case.
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