S.T.A.L.K.E.R. 3: Apocalyptic - by clearing
mothra on 21/4/2009 at 10:00
Quote Posted by EvaUnit02
But wouldn't that be a limitation of their level designers' abilities, rather than a deficiency of the engine?
We know that Far Cry 2's AI work was pretty inept, so this idea wouldn't be a stretch of the imagination.
I was more talking about the "fidelity" and detail of the props. A good example would something that is being used in both games extensively: pipes, valves and turning wheels. I have the impression X-Ray handled those much better.
But fire propagation could be cool in STALKER (although I dont wanna end up surrounded by fire when a bloodsucker chases me. those things are certainly immune to fire.
steo on 21/4/2009 at 10:26
Those shots are nice but don't feel very stalker to me. I guess it's the same problem I had with the look of Farcry - nice but ever so slightly too cartoony. I mean, compare the sky in those shots to skies in stalker. I would hope however, that GSC can work some of their atmospheric charm on the crytech engine (or whatever the use).
242 on 21/4/2009 at 14:08
Quote Posted by steo
Those shots are nice but don't feel very stalker to me. I guess it's the same problem I had with the look of Farcry - nice but ever so slightly too cartoony.
I fully agree. Most of modern devs (especially AAA devs) somehow just love bright unrealistic lights, tints, halos, reflections, shiny surfaces etc., they make games look unnatural and cartoony, they may be appropriate for some games of course, but not for Stalker. One of the reasons I like Stalker's engine is because it renders scenes very photo realistically.
Koki on 21/4/2009 at 15:58
These are all a matter of textures and normal/bump/yourmom mapping settings, not the engine. I'm pretty sure you could make Crysis look like STALKER if you wanted to.
duckman on 22/4/2009 at 02:00
Yes I think it's important for people here to understand the difference between the engine and the artistic talent employed in STALKER.
I think the cry-engine would be a great step forward. Not only does it render more beutifully than the Xray engine, but it is far more stable. In comparison the Xray engine sucks. STALKER is just lucky they have such a great artistic team working with it or else people would think it junks.
I love stalker but I'd love it even more if it didn't crash randomly on map loads.
Koki on 22/4/2009 at 05:27
One problem with CryEngine is that making any kind of indoors is a fucking pain. At least it was when I played around with it. It was easy as long as you just were putting prop houses around, but to actually carve something out of the terrain... oooh boy.
That said, I like X-Ray. Because of the huge original scope SoC had, it has a lot of features - inventory, statistics, global AI(even though it never really was used), damn good ballistics system. You would need to add all this to CryEngine.
242 on 22/4/2009 at 08:48
Quote Posted by Koki
These are all a matter of textures and normal/bump/yourmom mapping settings, not the engine. I'm pretty sure you could make Crysis look like STALKER if you wanted to.
As Muzman said:
Quote:
Yeah, there's something genetic about most unique games and their engines.
It's supposed to be all just numbers but there's usually some unreproducable aspect.
I've never liked any Unreal engine generations completely. They lack something. I don't understand why. But it's obvious to me that a game is using one shortly after I play a given game for a bit.
And Bjossi:
Quote:
We are talking about a lot of numbers, it is anything but easy to reproduce the same feel on two different engines. And I agree about the Unreal engines, though I was actually very happy with the way Splinter Cell: Chaos Theory turned out aesthetically.
There is a certain feel or style or something else about each engine that remains no matter what. I too can almost immediately discern UE f.e., and if it was just a matter of textures and normal/bump mapping settings I couldn't.
duckman on 26/4/2009 at 04:57
Quote Posted by Koki
One problem with CryEngine is that making any kind of indoors is a fucking pain. At least it was when I played around with it. It was easy as long as you just were putting prop houses around, but to actually carve something out of the terrain... oooh boy.
That said, I like X-Ray. Because of the huge original scope SoC had, it has a lot of features - inventory, statistics, global AI(even though it never really was used), damn good ballistics system. You would need to add all this to CryEngine.
The indoor areas and buildings are made with modeling programs (ie: 3dsm) which stalker used to build it's entire world, so I don't think it would be much of a stretch, and obviously those features would be added in because it wouldn't be stalker without them.