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bo2 engine features in waw??? would be cool right??? impossible??? not really

HOT
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Created 10 years ago
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  • zombie madness
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since moving camo's was first introduced in black ops 2 we have seen the nice camo weaponized 115 in waw
moving pap camo from motd

so i thought well what if we were to do this for bo2 models?

such as the tv screens moving models that are in multiplayer surely this isnt impossible

lets face it waw engine was never made for moving camos right? but it can handle it so why dont we push the waw engine to its limits with new things such as

moving images on models with fx (broken tv's in bo2)
emp grenades with fx and screen blur
what about the target finder attachments? not seen that yet
deployable riot sheld (not sure if thats engine feature but defo be cool to see)
what about the fog from tranzit? and the bank feature?
the easter eggs and the electric dude
the bus and the driver?

all this above iv never seen before or even attmpted in waw its worth looking at to see what the waw engine can actually do
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Official_TSG_'s Groups
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i think it would be a cool edition for maps! would really "Challenge" the waw engine, why not give it a go? but see what other people think aswell!
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i think it would be a cool edition for maps! would really "Challenge" the waw engine, why not give it a go? but see what other people think aswell!
also what about the drons that are in bo2? we always see people spawning in but why not get droppedd off at the map via a helo or a corrupt goverment dropping off the zombies in cages etc would be auesome
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it would be cool but as i said lets challenge the waw engine :) you have good ideas! :rainbow:
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Trem did a bank system way before Black Ops 2 so that's already been done. You could easily replicate the fog from Tranzit. I don't really see the point in re doing the bus from Tranzit though because it wouldn't really fit in with any maps unless it's a remake.
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Trem did a bank system way before Black Ops 2 so that's already been done. You could easily replicate the fog from Tranzit. I don't really see the point in re doing the bus from Tranzit though because it wouldn't really fit in with any maps unless it's a remake.
i know about the fog and that but what about them little things that hide in the fog? that jump on ur head and stuff
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i know about the fog and that but what about them little things that hide in the fog? that jump on ur head and stuff

The creators of "The Swan" managed to get the electric dude in their map so it's probably possible
Last Edit: May 08, 2014, 02:11:06 pm by CyberMan1011
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Challenge the engine.... Most of the described isn't even engine related nor a big deal ( as already pointed out )
It's sometime also worth to take a look at the past ( cod 4 ), there were working tv's already. ( texture / movie => .bic )

Most mappers ran already into any possible limit. - I had to face really early that this tiny sandbox is just not large enough to build something bigger.

Sure for maps it's fine but take a look at our mod ( or any other one ) - we could add much more features and cool things but we are trapped in this tiny box which the makers gave us.
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Challenge the engine.... Most of the described isn't even engine related nor a big deal ( as already pointed out )
It's sometime also worth to take a look at the past ( cod 4 ), there were working tv's already. ( texture / movie => .bic )

Most mappers ran already into any possible limit. - I had to face really early that this tiny sandbox is just not large enough to build something bigger.

Sure for maps it's fine but take a look at our mod ( or any other one ) - we could add much more features and cool things but we are trapped in this tiny box which the makers gave us.
now i fell stuipd :/
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Trem did a bank system way before Black Ops 2 so that's already been done. You could easily replicate the fog from Tranzit. I don't really see the point in re doing the bus from Tranzit though because it wouldn't really fit in with any maps unless it's a remake.
Last Edit: May 08, 2014, 05:56:23 pm by Zombiejelly
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I removed the link because I dont think it pertained to the topic of this thread. :)

I was referring to your post chromostone
Last Edit: May 08, 2014, 05:58:20 pm by Zombiejelly
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one of the things you mentioned that are related to the engine are the camos.
yeah we can do pretty similar camos to the ones from bo2 with one big difference, bo2 engine has a feature called parallax occlusion mapping(POM) its the step between normal maps and tesellation, it make the texture to have shadows without having real geometry and also creates a bump in the texture using perspective based calculations. result you like the rock texture(motd) is coming out of the weapon or in the 3d camo like theres a camo inside the weapon model. but it isnt supported by waw :(
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I removed the link because I dont think it pertained to the topic of this thread. :)

I was referring to your post chromostone

I remade tranzit... with a tranzit like vehicle, I was replaying the Slags " I don't really see the point in re doing the bus from Tranzit though because it wouldn't really fit in with any maps unless it's a remake."
Last Edit: May 08, 2014, 06:19:21 pm by chromastone10
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one of the things you mentioned that are related to the engine are the camos.
yeah we can do pretty similar camos to the ones from bo2 with one big difference, bo2 engine has a feature called parallax occlusion mapping(POM) its the step between normal maps and tesellation, it make the texture to have shadows without having real geometry and also creates a bump in the texture using perspective based calculations. result you like the rock texture(motd) is coming out of the weapon or in the 3d camo like theres a camo inside the weapon model. but it isnt supported by waw :(

So THAT's how the 115 camo works! I have already seen simmilar things in games and allways wondered how they did that. Does HBAO change the way these textures are calculated?
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So THAT's how the 115 camo works! I have already seen simmilar things in games and allways wondered how they did that. Does HBAO change the way these textures are calculated?
yup :) it is a feature inside directx9 but wasnt included by most engines until dx11 came for some reason .-. also xbox has a modificated version of dx9 so that why bo2 had that feature. but newer cods can just teselletation althogh pom still has its use like for the weaponized 115 camo :o
and hbao just changes the way the illumination is made. thats what occlusion means. in pom non existant geometry makes shadows and i think hbao is like ambient occlusion but inside the deferred lighting system in cry engine o.o but i may be wrong xD
Last Edit: May 08, 2014, 06:50:08 pm by jjbradman

 
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