LordNothing, on 18 November 2022 - 04:03 PM, said:
the problem i think is that some things are more complicated than they need to be while other things look like crap. that is to be expected because cry engine uses a terrain maps (i believe this is dynamic geometry generated from heightmaps) to lay down most of the map and then supplements that terrain with prefab models. remember when tourmaline's prefabs glitched out leaving only the terrain? i remember people asking that it be made a permanent map.
i think they spent too much effort on microdetails in the prefabs. thats kind of what they are for. the bad hitboxes on tourmaline is because the artists wanted to have all these pointy crystals on the ridges, yet the physics engine cant handle that much detail in its hit boxes and so you just uses a crude hitbox to cover multiple points. art department did not check in to see that the art they were designing was compatible with the physics of the engine, and nobody told the artists to cut it out.
tourmaline is one thing but i think where they really screwed the pooch is in the city maps. there is an absurd amount of detail on a lot of the buildings. i kind of expect more crude structures being used in the battletech universe, as there is a lot of war and in a lot of situations cities are being destroyed in the conflicts. so it seems that such art deco architecture would be reserved for the core systems for each faction where mech combat is seldom seen.
there is also a lot of detail being thrown at things way below the scale of a mech, covered walkways and awnings, which serve no purpose but to give me things to trip over. all that crap needs to go. even with solaris city i think all that glass would have shattered the second an srm exploded (try to find an intact window in any modern urban war zone). objects shorter than a locust knee should not exist or at least shouldn't have hitboxes.
i think simple bloc style structures and clean ridge lines would add a lot more to the game than any stunning visuals an overdetailed art deco masterpiece or well modeled complex natural structure could. simply because you can put good clean hit boxes on those. they are easy to fight around and the player doesnt have to be constantly reminded that everything is a poorly crafted illusion.
That.
I just yesterday asked connecting the map fixes of the new patch:
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BTW seen the screenies of 3D editor... Ever thought render terrain base in TerraGen? Gives a very natural landscape and could be imported into other softwares to add buildings and stuffs. Just wonder'd 'ere a bit...
That mean a lot of basic objects (low-poly) with no extra 3d-details but use textures and bump-maps to create the illusion of details. Faster to display and fit more to hitboxes. Near same graphic with better performance.
Or maybe it is me who overthinks stuffs...