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Post by fatihG on Jul 31, 2018 3:23:58 GMT -6
Something I had unpacked from the files and had easy access to. They all look the same to me but I figured id put them all on there anyway. This is from Miriams skin texture.
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fatihG
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Post by fatihG on Jul 30, 2018 12:53:34 GMT -6
I know lots of people have asked for classic castlevania characters to come back.
There'll be plenty of joke mods as well,, im sure. =P
Personally i would mostly be interested in player/enemy/item reskins. I takes me months already to create a single character mod,would probably take me years to create an environment mod =P
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Post by fatihG on Jul 30, 2018 1:12:08 GMT -6
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Post by fatihG on Jul 30, 2018 1:09:12 GMT -6
What astaroth said. Pretty much all they need to do is make her clavicle not broken. This could be as easy as fixing her skinning (binding the model to a skeleton). But at the same time 1 little change here can affect a multitude of animations.
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Post by fatihG on Jul 20, 2018 4:16:38 GMT -6
All he needs is an attack that hits both sides. Like a 180 slash, instead of his slow turn.
Slow turn could still be a thing in first phase, but second or ''1.5th phase" he stats doing the attack that hits both the front and the back and turning him at the same time. There is off course still a chance that you can not get him to activate the second phase, if you hit him fast enough. Thats why I suggested the ''1.5th phase'', so he cant get locked into his '' wait let me turn and phase you'' loop.
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Post by fatihG on Jul 20, 2018 4:09:43 GMT -6
XombieMikeI havent really payed attention to any of that stuff when I went through the game files. Ill look out for it next time I go through the textures. But if I recall correctly there wasn't anything interesting regarding glyphs.
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Post by fatihG on Jul 7, 2018 16:40:10 GMT -6
Been there. its just a secret room afaik, nothing new.
Kinda interesting how no one thought about hitting the suspiciously placed candle to ''trigger'' the wall breaking.
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Post by fatihG on Jul 7, 2018 14:35:05 GMT -6
Yup, either way, the boot special will make the extra jump distance trivial as you can almost triple the distance with the special attacks.
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Post by fatihG on Jul 7, 2018 14:32:22 GMT -6
Just to add to this, same conditions. Low on health. Zangetsu about to do a counter attack. Going into the menus to heal up.
This time with Boots equipped.
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Post by fatihG on Jul 7, 2018 14:16:30 GMT -6
Yeah they seem to have changed the shaders a bit.
All my textures now look more bright and vibrant. Especially noticeable on the hair.
I dont know if it is because of my modding or not, but it looks like he shading/lighting on the body/skin seems to be different from the rest of the character. Will have to investigate that as well.
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Post by fatihG on Jul 6, 2018 19:22:25 GMT -6
Making some progress on this. Struggled a bit with the textures at first but got that mostly figure out now. When i modded the Parasol ''rapier'' in the hitboxes stopped working. but that is figured out as well. Now the only thing I have to figure out is the physics. I cant get the physics to work on her hair anymore. I had some physics on the ruffles of the parasol in the 2016 demo as well, but these do not work here either. So I am slightly worries about the physics at this point. But Ill continue to mess around with it and see if I can figure anything out.
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Post by fatihG on Jul 6, 2018 17:45:17 GMT -6
I know everyone is keeping their hope up high and say ''its just a beta/demo'', but a Beta generally means its near final and only tweaks/bug fixing and polish is left.
So personally I am a bit worried. However I also think most of this stuff isn't super important. As it's ''just polish'', so it would be nice to have, if not its not gonna break the experience.
This is a bit weird coming from me... as I am a graphics guy... but really it doesn't really matter regardless. If you consider older CV games just had a static portrait during dialogue, this is a huge step up.
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Post by fatihG on Jul 6, 2018 17:13:56 GMT -6
its still simplified for Japanese as well. It might not be super appearant.
For example Konichiwa. It would get simplified to O I I A.
A Ni sound versus a Chi sound has different visimes.
Just try saying O I I A versus Ko Ni Chi Wa.
I mean if it works for Japanese, thats great. But looking at their survey numbers and sales of CotM, most of their audience is in the West/US.
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Post by fatihG on Jul 5, 2018 15:12:07 GMT -6
you misunderstand.
If you are on your way up while jumping and you get a shard, your upwards momentum gets killed and you start falling down. This happen in both the shard you got. Maybe it looks like it did not affect you because you were doing a small jump and in the last shard you got you were already at the top of your jump arch.
This happened to me allot with the room with a Morte and the Outside armour enemy. There is a gap there and when you kill the Morte and get the shard, and want to quickly jump over the gap. it kills your momentum in air. Forcing you to backtrack all the way back.
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Post by fatihG on Jul 5, 2018 15:06:18 GMT -6
whn you hit up during the last part of the backdash animation this happens.
dont need to backdash from outside of the saveroom for this to happen.
it looks like an issue with animation states
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Post by fatihG on Jul 5, 2018 15:05:10 GMT -6
when trying to ranked up a lvl 9 shard it actually says in the dialogue that it will revert it back to lvl 1
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Post by fatihG on Jul 5, 2018 15:00:49 GMT -6
this is a hidden feature in some platforming games.
It makes jumping and what not feel a bit more responsive.
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Post by fatihG on Jul 5, 2018 14:26:02 GMT -6
Oh also, When it comes to the character shaders,they have made some changes as well, I had probably mentioned this somewhere on discord a few days ago. Basically it looks like they have removed some subtle colour overlays. The 2016 version for example had a slight pink tone. Most notable on the ruffles. The 2018 version just looks grey and muddy. The 'fresnel' effect, the glow near the edges of the model. Use to have a teal colour. Now its just white. There could be a simple reason for this though. When you enter the ''Red moon room'' Miriam gets a red effect applied to her as well. The Fresnel becomes red and her overall model becomes darker and has a red tone to it as well. So it looks like they have made the overlay colour and the fresnel effect more dynamic. Making it so that Miriam can blend in with the overall atmosphere of the environment. When it comes to the lip syching. It looks pretty bad, especially on Miriam, bcause they only hav 5 poses for the lip synch. Basically only the vowels. A E I O U have poses. You can imagine an ''ah..'' sound and a scream ''Aaaaah!'' would use the same pose. This is ''bad'' for multiple reasons. 1 if they went with the most ''neutral'' A sound. The lip synch for ''ah..'' would be too strong and for a scream ''Aaaaah!'' to subtle. 2 if they went with the most extreme the ''ah..'' would be way too strong, and it would only be correct for the scream. 3 if they went with the most subtle variant, th ''ah...'' would look correct but the scream this time would make no sense. Basically what I am trying to say is that they have waaaaay too little amount of visimes. Heres one of the first hits from a google search, www.annosoft.com/docs/Visemes17.htmlThey seem to be using some kind of bulk importer for the facial animations. I am not exactly sure how they set up their facial animatins though. So apart from the limited visimes i cant comment about that.
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Post by fatihG on Jul 5, 2018 12:23:36 GMT -6
Just to add to PurifyWS' post.
You can force a lower or higher mipmap in UE4 pretty easily by changing the mipmap bias in the texture assets setting.
Chaning it to -1 instead of zero will mean that the texture will skip 1 mipmap switch. Again you literally change a 0 to a -1. It wont affect performance much afaik. What you should be wary of nowadays more than anything when it comes to graphics performance is shader and overdraw(transparancy). Modern graphics card have no issue with pushing millions of polygons. Textures mostly affect RAM. And how those textures are used in the shaders/the shaders themselves are the most expensive.
Apart from that I talked about the screenshot comparisons as well.
In UE4 you can take 'highresshots'. When doing that you can take screenshots at higher resolutions. At higher resolutions the mipmapping is also lower. So the textures appear sharper.
Couple that with oversampling, rendering at higher resoluyions and downscaling. Which will make everything look sharper as well. Kinda like the 'screenpercentage 200' trick.
Now keep in mind while some things take 5 seconds to 'fix', its usually takes allot longer if it gets fixed at all.
Something like this would probably get logged as super low priority. As it works as intended. its not a glitch or a bug. Its just polish at this point.
But what with the community feedback, its priority will probably rise a bit and since weve already described a solution it could be theyd only need to review it and decide wether its worth it to just flip the switch.
All in all my personal opinion on the texture quality of the characters is that it is not a big deal.
When it comes to environments though...
Yeah not a big fan. They seem to be using allot of overlay textures and a colour overlay through shaders to colour stuff and add detail. For example i didnt find any 'albedo'/diffuse (colour) textures for the environments. They were all normal maps(bump) and roughness/gloss maps.
That contributes to the 'genericness' of the environments. And obviously the big thing is the lighting. Its so different from what it used to be. Everything looks flat, again a lack of contrast.
ps typing on mobile1. excuse typos
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Post by fatihG on Jun 30, 2018 21:51:55 GMT -6
Thats got to do with perspective and a visual effect that renders the bat in front of other objects.
Similar to Miriams ghosting effect when occluded by walls and what not.
I assume they did it like that, so you know where the bats actually are.
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