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Swat 4 mods optical occlusion
Swat 4 mods optical occlusion







swat 4 mods optical occlusion
  1. Swat 4 mods optical occlusion update#
  2. Swat 4 mods optical occlusion full#
  3. Swat 4 mods optical occlusion Pc#

New: Editor now has a regular update hook in the game DLL that can be used to update and render all sorts of helper information.

swat 4 mods optical occlusion

hdr files as source image for light probes, with automatic conversion from longitudinal/latitudinal and cross maps. New: (CE-594) UI: Smart Open tabs will not order the shown items from path / modified date and size.New: (CE-4874) Added (Editor) tag for displayInfo when in Editor.New: (Vegetation) Adding Elevation Min & Max values and Slope Min & Max values to Vegetation Panel in Database View.New: (Prefab) Prefab-Panel automatically updates object list when changed.New: (Prefab) When extracting single object from a prefab, the object is now selected properly which improves the workflow.New: (Material Editor) Increased maximum exposure value for distance clouds.New: (Flowgraph) Add input to force update on Time:RealTime node.New: (CE-4995) (Flowgraph) Added IsInWater and IsHeadUnderWater ouput for FG ActorSensor node.New: (CE-1497) (Flowgraph) Add Environment:SkyMaterialSwitch FlowNode.The latest CRYENGINE 3.7 Sandbox interface We've retired the old faithful Forest level so we can fully concentrate on the new showcase content of much higher quality. We will be adding more content to this level as we go as well as more sample showcases. Other features include several trackview examples, geomcache, a showcase area where we show some of our face rendering/animation tech. This level is roughly twice the size of Forest and features a proper PBR lighting setup and high quality assets to better showcase the rendering capabilities of CRYENGINE. For more details see ATL Docs.įor CRYENGINE 3.7 we introduce a new sample level called "Woodland". This release fully substitutes and replaces the former FMOD based audio solution. It has never been easier implementing audio into CRYENGINE using its as well brand new Audio Controls Browser.

swat 4 mods optical occlusion

Swat 4 mods optical occlusion full#

Due to full audio source code availability and detailed interface documentation it is possible to hook any audio middle-ware into CRYENGINE's ATL.Ĭurrent implementations include Wwise for a professional and SDL_mixer for a simple and cost free audio solution. This brand new and industry's first system servers as an abstraction layer between CRYENGINE and an audio middle-ware. This new tool u nifies the Character Editor, the Animation Importer, the Animation Compression Editor and the DBA Editor in one tool with a completely reworked UI (for more information see Character Tool). Clip volumes can be setup in Sandbox using Designer or imported from a static mesh.Īrbitrary clip volume shape containing 3 colored point lights and 1 additional blue light which only affects outside.ĭue to the introduction of ClipVolumes, LightBoxes will soon be deprecated in a future version of CRYENGINE. The volumes provide pixel-accurate clipping of light sources and probes and work with tiled deferred shading and forward-shaded objects like hair. The new Clip Volumes greatly simplify the workflow for setting up interior lighting by solving previous light leaking problems. With just a minimal performance overhead, it provides a greatly more stable image by applying projection matrix jittering.

Swat 4 mods optical occlusion Pc#

Our improved Temporal AA technique that shipped with Ryse PC is available now in CRYENGINE 3.7. Shown above is e_debugdraw -3, the minus value still color codes assets but removes the text information overlay Improved Temporal Anti-Aliasing Use e_lodFaceArea 0/1 to switch between the previous and the new system. This gives greatly improved results (less polygons while having less LOD popping) when just using the default view distance ratio. The LOD system now takes into account the average triangle size for deciding when to switch between LOD meshes. The feature can be toggled with r_ssdoColorBleeding 0/1 and requires tiled deferred shading to be enabled. SSDO color bleeding is a simple and very efficient light scattering approximation which solves the problem of having overly dark ambient occlusion on bright surfaces. When tiled forward shading is enabled, glass will now receive direct lighting (including shadows) and probe-based ambient, making it look a lot more consistent with standard opaque objects. Complete removal of the old build system is planned for CRYENGINE 3.7.2. The new build system is fully replacing the build configurations from Code/Solutions. For detailed information see WAF Build System. Release Highlights Cross-Platform Build SystemĬRYENGINE 3.7 features a new cross-platform build system based on WAF.









Swat 4 mods optical occlusion