Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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More Cockpit View Filters | Locked | |
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Feb 26 2015 Anchor | |
We have P.125 cockpit's lo-res color and NVG (that was teased on Twitter ages ago but still nowhere to be found now) so far, so how about adding more 1st person view/cockpit view camera filters, like your average gunship-style white hot/black hot(?) IR visions or monochrome (?) camera filter like the one commonly found on UAV/remote controlled vehicle camera. The latter may fit well with the playable UAVs too (Anjian, X-36, UA-10D) Edited by: Nergal01 |
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Feb 26 2015 Anchor | ||
WHOT and BHOT might be neat. -- Swing-Wing Crazy |
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Feb 27 2015 Anchor | |
Wouldn't that need new thermal textures though? I guess we could use luminance map values or some kind of falloff for IR with some kind of exception made for explosions and engine plumes... |
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Feb 27 2015 Anchor | ||
Come to think of it, yeah it would, but if we ever had a missile camera (as in you're seeing via the camera in the missile, not Ace Combat missile cam through PIP or whatever) it would be useful to have all those assets already in place. Edited by: Boogie_Van -- Swing-Wing Crazy |
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Feb 27 2015 Anchor | |
Granted, most games do it by having the pertinent objects glow when they enter a certain distance and applying a fuzzy grayscale alongside a visual fog/falloff. It's may or may not be a great thing for VT though, since lines of sight are pretty distant, and the main reason why FLIR and IRST. Since LOD in OGRE seems to be close enough that it would act as its own glow draw distance limiter, it might actually be economical enough to simply have the fighters, missiles and other units glow white while everything is darkened grayscale. |
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