Hard Light Productions Forums

Off-Topic Discussion => General Discussion => Topic started by: Hunter on August 09, 2003, 03:09:48 am

Title: Descent - With a twist!
Post by: Hunter on August 09, 2003, 03:09:48 am
And I'm talking about Descent 3 here ! Of late I've been working on a small MOD project for Descent 3 for ASSAULT Multiplayer, which brings a rather interesting set of basic, but exciting levels .. Instead of talking more, I'll just show you here.

(http://www.descent.dk/hunter/hyper02.jpg)

(http://www.descent.dk/hunter/test01.jpg)

(http://www.descent.dk/hunter/bluehangerdeck.jpg)

(http://www.descent.dk/hunter/hyper02a.jpg)

Reports of a disturbance below.... The attackers had destroyed the entire convoy.. ;)

(http://www.descent.dk/hunter/disturb.jpg)
Title: Descent - With a twist!
Post by: Stryke 9 on August 09, 2003, 03:13:48 am
Pretty cool, but... that's one starry sky.
Title: Descent - With a twist!
Post by: Hunter on August 09, 2003, 03:16:49 am
You try getting a 360* starry sky to render in a FPS game :P
Title: Descent - With a twist!
Post by: Stryke 9 on August 09, 2003, 03:52:47 am
Depending on whether it's mapped or an algorithm in the program (or a side database), sure.
Title: Descent - With a twist!
Post by: mikhael on August 10, 2003, 08:08:04 pm
Quote
Originally posted by Hunt Smacker
You try getting a 360* starry sky to render in a FPS game :P


I-War2 does this very well, actually. It maps a sort of sparse star map on an arbitrarily large cube. In front of this, a burn-out pattern is set. When the camera keeps its heading delta below a certain threshold, the denser, bright map becomes visible. The effect is both realistic and lovely.