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game is good but could use some more eye candy

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Date Editor Before After
4/25/2018 11:06:47 AMEErankAdminAnarchid before revert after revert
4/25/2018 11:06:23 AMEErankAdminAnarchid before revert after revert
4/25/2018 11:05:14 AMEErankAdminAnarchid before revert after revert
4/25/2018 11:05:04 AMEErankAdminAnarchid before revert after revert
4/25/2018 11:01:11 AMEErankAdminAnarchid before revert after revert
4/25/2018 10:56:47 AMEErankAdminAnarchid before revert after revert
4/25/2018 10:56:02 AMEErankAdminAnarchid before revert after revert
4/25/2018 10:54:03 AMEErankAdminAnarchid before revert after revert
Before After
1 [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] 1 [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]
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 \n 3 \n
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 \n 5 \n
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.