Originally posted by Gemini
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Some cool 1.5 exclusive screenshots ;)
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It's the other way around. Room size is shoehorned into map representation, that's where the scale is inconsistently applied on demand. The map is wrong in most cases, but the margin of error is so tolerable nobody would notice.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Perhaps my eyes are playing tricks on me then, because these two walls appear to be quite different in length:Originally posted by Gemini View PostIt's the other way around. Room size is shoehorned into map representation, that's where the scale is inconsistently applied on demand. The map is wrong in most cases, but the margin of error is so tolerable nobody would notice.
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I checked just to make sure, by using the same scaling as room 109 for 105: that corner of the room matches exactly with whatever is on the other side. Perspective is possibly deceiving you, but data is a lot more straightforward.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Well, I trust your measurements, so the perspective is indeed most likely deceiving me. The seemingly short length of the ledge directly above that door reinforces this deception:Originally posted by Gemini View PostI checked just to make sure, by using the same scaling as room 109 for 105: that corner of the room matches exactly with whatever is on the other side. Perspective is possibly deceiving you, but data is a lot more straightforward.
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Man those backgrounds! Looks so damn good. I like the changes in the east corridor with the slightly dimmer lighting. It looks more atmospheric now.
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Y'know what would be funny? If, when the game is fully released, IGAS included an un-lockable option to play the game through using original backgrounds(from the "blue" backgrounds from Bioflames, to the bare-bone polygons in the vanilla build we have today). That'd be fun as hell
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Double the space used including both backgrounds. Also, why include unfinished backgrounds when we already have vanilla build?Originally posted by towerofpowerx View PostY'know what would be funny? If, when the game is fully released, IGAS included an un-lockable option to play the game through using original backgrounds(from the "blue" backgrounds from Bioflames, to the bare-bone polygons in the vanilla build we have today). That'd be fun as hell
The space you waste including those unfinished backgrounds can be used for other more interesting extras
Last edited by Unmasked; 05-03-2016, 02:27 AM.''Whaaaaaat?! No money?! Hieeeeeer...SEK A COK!''
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The ledge outside and the Pepsi vending machine room look the same size to me too - its just the heavy distort of the perspective that makes it look shorted outside than inside.
EDIT: Dunno if this works 100% but might be a fix for the double post bug. Simply go to 'Go Advance' before posting, and it should work fine?
Last edited by RaccoonSurvivor; 05-03-2016, 04:13 AM."I never thought any of this stuff my brother taught me would work!"
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It can be reduced with dithering but it shouldn't look that bad anyway, you can see worse colour bandingOriginally posted by Enigmatism415 View PostI thought that colour banding was rather unavoidable in this game...
on the later oil psone bios main menu without dithering in FPse.
His earlier post.
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Banding is consistent with CAPCOM's prerendered stuff; pump room and shelter access use no dotted/matrix dithering either, which means banding artifacts depends on gradient gamma.
Banding is not that visible on an old TV anyway so who cares.Last edited by Gemini; 05-04-2016, 08:19 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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