So that means it will constantly allow the most foreground object (i.e. the back of the gun) to be out of focus? That is what I am talking about specifically. I know how dynamic DoF works, but I am curious: does it apply the depth of field to the gun as in KZ2 or as in crysis (only if you use iron sights)?
Also sorry to sort of jack your thread. Great JOB with the map so far!
Last edited by Dictator93 on 12.02.2009, 04:35, edited 1 time in total.
My dynamic DOF blurs the gun, pretty much all the time, unless you focus on something very, very close. I tried as hard as I can to simulate what Crytek had in their trailer/ the way human eyes focus.
Worked pretty well. Check my thread in a few days and you'll probably see it.
And yeah, sorry for the derail.
It's looking incredible, I can't wait to try this. How are you managing to get things so spot on anyway?
Last edited by Cry-Styves on 12.02.2009, 04:42, edited 1 time in total.
I know .
But then it would get even longer and in the end it becomes another mammoth mod project :rolleyes:.
I want to complete this in a timely manner(release before the real game) and continue to work on original IPs.
But if there happens to be someone that wants to create buildings and architecture and gear with that sort of art design then I'd be glad to redo the whole scenery with a proper leveldesign.
I already have to redo the particles.
You have to remember that the whole level is planned to last only for 180 seconds or so each one filled with nonstop action and debris(excluding the first 15 seconds for introduction).
Here is the original for anyone who hasn't seen it: