Talk:Team Fortress 2
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Now that's what I call visual style. I can't wait to see what the maps look like - and I really hope the gameplay isn't just a polished Team Fortress... —Cargo Cult (info, talk) 09:26, 15 Jul 2006 (PDT)
Excellent, Gabe says the shadows in the line-up are real-time. Looks fantastic! --TomEdwards 10:17, 15 Jul 2006 (PDT)
- Get some more info outta him ;) Like are we finally getting a realtime DOF and motion blur implementation? More info about the new shadowing system would be nice, will there be selfshadowing? What technique are they using? The HardOCP article stated that they where now using shadow buffers [1] is this accurate?
- looks great. cant wait. need to bribe 100 pounds outta my dad to get them both (hl2e1&hl2e2) Game4ever 13:35, 16 Jul 2006 (PDT)
- Well, there's self-shadowing in the video, which is apparently entirely in-game, so I'd say so! My burning question is: will shadows still be rendered from the universal direction, or will they be generated via individual light sources (as shadows should be)? `zozart .chat 18:18, 19 Jul 2006 (PDT)
- Realtime shadows mean per individual light source so yes --dutchmega 21:51, 19 Jul 2006 (PDT)
- They don't mean that at all, but as it so happens you are right. ;-) --TomEdwards 01:43, 20 Jul 2006 (PDT)
- Ow yes, true. Just ignore me and let's say "it finally has decent shadows" --dutchmega 01:50, 20 Jul 2006 (PDT)
- Does a happy dance at the thought of good lighting. Then goes and cries about having to rewrite half the lighting tut because of it. Meh I'll be happy with better lighting any day. --Angry Beaver 14:43, 20 Jul 2006 (PDT)
- Realtime shadows mean per individual light source so yes --dutchmega 21:51, 19 Jul 2006 (PDT)