Depth of Field

Did you guys add it to the Telltale tool while we weren't looking? Nice touch. Can we please have bump and specular maps next? They would be nice to see. Looks like the engine supports some form of specularity control as is, but it looks basic at the moment. HDR would also be most welcome, but I'd imagine that might be asking a bit much.

Comments

  • JakeJake Telltale Alumni
    edited July 2009
    You might have missed the Wallace & Gromit games we're currently releasing? They have all of that other than Valve-style dynamic HDR exposure (which is what I assume you're referring to when you say "HDR" -- our lightmaps are high dynamic range, they just dont animate fancily like Source stuff), and also support glow and things (also see LeChuck's beard in the prologue). The Telltale renderer grew up a bit between Strong Bad and W&G, and is still growing :). The style Tales of MI uses isn't as dependent on bump and specularity as a game that's supposed to look like it's made out of clay and miniatures, but it's there in places if you're looking for it.
  • edited July 2009
    Ah, of course. I haven't missed those - they're purchased and sitting on my hard drive, but so far I haven't had enough time to play them at length. I should have noticed the bump mapping there. Wasn't really looking for specularity, but I'll take your word that it's in there, and I must just not have noticed the DOF. Now that you mention it, I did see the glowing effect on the beard and wonder if it was new. In terms of bump mapping in MI, I did think it looked a bit like there was some on the ship sticking out of the courthouse, but I couldn't get the camera close enough to be sure.

    While I'm making requests, any changes to the lighting on the horizon? It seems to have been steadily improving over time, but it would be really nice to see better shadowing and less flatness overall. Not that it's bad, it just seems to be one of the weaker elements in the engine right now.
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