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Thread: Killzone 2

  1. #101
    PS3forums Design Team Elite Proevofan's Avatar
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    moufaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!

  2. #102
    Αssistant Member Forum GOD NonBorn's Avatar
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    Eίδες? γι αυτό το 'βαλα... ε ε?? :bgrin2:


    Για δείτε και αυτό:



    Κάνουν πουλάκια τα μάτια μου ή αλλάζει ο φωτισμός την ώρα που πλησιάζει τη φωτιά αυτός?
    Last edited by NonBorn; 15-07-2007 at 20:25.
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  3. #103
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    Πως γινεται ρε γαμοτο να εχουν κανει ΤΟΣΑ πολλα πραματα και η εκδοση ακομα να ειναι PRE PRE ALPHA!!!!!

    Δηλαδη στην τελικη εκδοση θα παθουμε εγγεφαλικο με λιγα λογια
    Ειδη το ενα μου εχει ερθει... LoL
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  4. #104
    Αssistant Member Forum GOD NonBorn's Avatar
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    Για δείτε και αυτά εδώ... Τελικά αυτά τα gifs έχουν πλάκα

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  5. #105
    Αssistant Member Forum GOD NonBorn's Avatar
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    Killzone 2 chars, cover system
    Περισσότερες λεπτομέριες για το παιχνίδι


    Guerrilla Games has revealed a few more details about Killzone 2 in light of the game's impressive unveiling at E3 last week.
    Guerrilla, speaking to Newsweek's Level Up blog, revealed that what we saw was the third level of the campaign, as Vektan forces launched from cruisers orbiting Helghan descend to the planet's surface as part of an invasion. The player controls Sev, a veteran of the Legion (special forces), and fans of the first two Killzone games (on PS2 and PSP) will be interested to note that Rico Velsaquez returns for a major role, while Lugar and Evelyn also feature.
    Control-wise, there was confirmation that the in-and-out shooting of our demo level was a specific cover system, similar in some senses to Gears of War's. When you approach a surface, you'll have the option of pressing L2 to lock up against it and then lean around using the left analogue stick to fire, while hitting R2 without accompanying analogue movement will blindfire.
    Guerrilla also revealed that the key to the game's unique visual approach is an array of post-processing effects that calibrate the game's use of light, shadow and colour. We found it quite mesmerising, and Level Up's comparisons to Call of Duty 4's similar effect are well-founded.


    Πηγή: http://www.eurogamer.net/article.php?article_id=79871


    Edit: Και video που δείχνει το cover system...
    http://www.jeuxvideo.tv/killzone-2-video-40131.html
    Last edited by NonBorn; 16-07-2007 at 22:36.
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  6. #106
    Banned blizard's Avatar
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    Quote Originally Posted by WolfRathmA_GR View Post
    Δηλαδη στην τελικη εκδοση θα παθουμε εγγεφαλικο με λιγα λογια
    Ειδη το ενα μου εχει ερθει... LoL
    Ίσως πρέπει να το προσέξουν αυτό στο παιχνίδι … οι πρώτες πίστες να είναι μέτριες ,για να μην έχουμε τίποτα απρόοπτα

    ΥΓ
    Δείτε το videaki που έχει o nonborn παραπάνω.... εγώ δεν το είχα προσέξει.
    Last edited by blizard; 17-07-2007 at 03:07.

  7. #107
    PS3forums Design Team Elite Proevofan's Avatar
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    edo einai pou paei i frash..."ta logia einai perita!!!"

  8. #108
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    30 Killzone 2 Screengrabs from the E3 '07 HD trailer

    Link

    Παρα πολλες ωραιες εικονιτσες... χε χε
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  9. #109
    PS4forums Fanatic ps4's Avatar
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    παντως εχω θα ηθελα ο χαρακτηρας να φαινεται σαν το Gow, και οχι μονο το οπλο.



    τεσπα.......

  10. #110
    Administrator Slay's Avatar
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    Please Note: All of the images in this page were exported directly from the HD Quicktime movies located right here on Gametrailers.com, resized in Photoshop and compressed to JPG format for faster loading times. I tried to preserve the image quality as best as I can without giving you heavy file sizes.

    All images are from actual Real-Time gameplay.

    Written by: Ninja-Matic

    Get to know your lighting

    Lighting is the most important part of any graphical asset in a video game. Without proper lighting, even the most high definition textures and carefully modeled polygon characters/environments will simply look like crap. Lighting is what makes these beautifully designed games come to life.

    There are just TWO types of lighting possible: direct and indirect. Each have their own sub-categories like soft, harsh, diffused, etc. But there are ONLY two! It's the mixture of these two which can provide a truly visceral experience.

    Killzone 2 uses a multitude of lighting effects applied in real-time on a situation-by-situation basis. This is by far the most complex and impressive lighting engine created for a console video game. Everything you see in Killzone 2 is made possible by the lighting engine. If you turn it off, you will simply have a black screen - this is VERY important to remember. Most video games do not use this type of lighting because it's not only difficult to code - but uses an enormous amount of processing power.

    The visibility in most games is attributed to only to the actual textures which are applied to objects in a game. Turn off the lighting in game X and you will still be able to see the room or area you're in. This is static and pre-canned environmental lighting. In Killzone 2, everything you see is affected by ambient and direct light sources. If there is no light source nearby... there is no light... you will not be able to see anything. The color of ANY level can be dynamically changed by the color of the lighting engine.

    I've heard a LOT of complaints about "It's too GRAY!" from the E3 footage. Stupid people still exist! The level that was shown was under a looming thunderstorm... it's no wonder everything is drab and gray... because the SKY is drab and gray. This is how lighting affects the environment. Imagine a hot, sweltering day where the sun is beaming down on you hard: everything will be bright, possibly reddish or tan like a desert. That same scorching hot day can drastically change with the weather - thusly completely changing your environment and everything in it via AMBIENT lighting or Indirect lighting.

    Examples

    In no particular order:

    Our first example of lighting is probably the most prominent in the game: Muzzle Flash. This occurs when firing any number of different weapons. This light is Direct with mixtures of soft, harsh, diffusion and color. The color will no doubt be affected by the type of weapon you are firing. Some may be orange-ish, some may be more fluorescent. Take a look at the picture below to see just how this uses direct/indirect lighting to not only change the Helghast in front of your gun, but the environment as well:



    Aside from the Muzzle Flash - you will notice yet ANOTHER detail associated with firing a weapon: Muzzle Flare! I believe this is a replacement for the typical LENS FLARE effect we see in many games. This is being used instead because... HEY! We don't run around with cameras in our faces when we're in battle (that's just how we roll)... so why should we get lens flare? Take note in the next picture the purple flare effect you see when firing your weapon:



    Impressed yet? Keep reading.

    Next I'd like to show just how advanced and beautiful the Self-Shadowing is being done on players/enemies in Killzone 2. This uses a mixture of direct, soft and diffused lighting to help create shadows that are proper, SOFT (not jagged) and diffused. This is probably the most complex self-shadowing we have seen in a real-time game. Take special note that the characters do NOT use any Bump-Mapping for effect. All detail in clothing/armor are achieved through EXTREMELY high amounts of polygon detail: Note the subtleness of the diffusion being applied to both the lighting and shadows on this Mini-Boss and how it helps make his incredible detail simply "pop"!



    Diffusion is one of the most impressive and realistic effects you can have applied in-game. This emulates exactly how real light would affect an object. Take a look at this example of diffusion: see how the muzzle flash is affecting the shattering box? The closer to the nozzle the wood fragments are - the brighter the light will be. Note how each individual piece of wood also affects the other fragments with indirect lighting - attributing to the stunning detail of proper soft shadowing!



    Here's another great example of diffusion being used in conjunction with ambient lighting and proper self and soft shadowing. Take note in Sev's brow, cheek, lips and ridge of his nose. This is how ambient lighting being refracted off of the clouds will affect players/environments in Killzone 2.



    Direct lighting is lighting that is being cast on a player/object in the environment from a specific light source such as a street light, desk lamp, candle, fire, etc. Take a look at this next example of a Helghast trooper underneath a light - note the incredible level of detail in his clothing that begins to "pop" simply from a few wrinkles:



    This is probably my favorite example of how detailed and accurate the lighting engine in this game is. Someone (a hater) said in a post that the Helghast's masks aren't actually lit up - that they are simply textures - because such minute details don't need that much attention. Here's proof that this naysayer was DEAD wrong. Note how the goggles on this trooper's mask light up his SLEEVE and the shadowing that is being created on his face-mask and sleeve because of this light. ALSO take note of this incredibly small detail of INDIRECT LIGHTING: take a look at the front of the helmet... notice the ambient lighting coming from the sleeve of the trooper is affecting his helmet? Remember... his goggles are UNDERNEATH the brim of his helmet. Goggles shine on to sleeve - sleeve then reflects diffused lighting onto the helmet... IMPRESSIVE!



    Explosions: Need I say more? Note how the light coming from the explosion is even affecting the air-duct and pipes underneath running just up and to the left of that poor Helghast who got his ass BLOWN TO SMITHEREENZ!



    Lightning - Zeus commands it... now the Helghast do, too! Notice how this flash of lightning drastically changes the overall color of the environment. The fluorescent color of the lightning is what attributes to this environmental change. It also affects you (well... you can see your gun) and the Helghast. The color of the lightning is directly attributed to the color of the surrounding clouds - the fluorescence of lightning helps remove the muting typically associated with soft lighting. Fluorescent lighting is often noted as "Harsh" lighting because it is unnatural. Also take note how the lightning makes certain details of the cement curb "pop" like small holes and imperfections.



    Let's take one last look at all of the lighting elements combined into a single shot. Note the direct, indirect, soft, ambient, harsh, colored and diffused lighting along with proper self, soft, and diffused shadowing.



    This is one impressive lighting engine to say the least. Remember, naysayers, this is Real-Time!

  11. #111
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    απλα το παιχνιδι τα σπαει!! θα ειναι κορυφη!!!
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  12. #112
    Αssistant Member Forum GOD NonBorn's Avatar
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    Δεν ήθελα να φέρω αυτό το topic στην επιφάνεια γιατί είναι σαν να αγγίζεις το untouchable... Κοιτάξτε τι βρήκα...

    Killzone 2 Realism
    http://news.bbc.co.uk/player/nol/new...m&asb=1&news=1


    Δείτε το οπωσδήποτε το video και παρατηρείστε πως φαίνεται το παιχνίδι όταν δεν κάνει zoom στην οθόνη και βλέπεις από μακριά την τηλεόραση και τον τύπο να παίζει η να μας μιλάει... Είναι ΑΠΙΣΤΕΥΤΟ!!
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  13. #113
    Αssistant Member Forum GOD NonBorn's Avatar
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    Thumbs up Deferred Rendering από την GG!

    ΑΥΤΗ ΕΙΝΑΙ Η ΔΥΝΑΜΗ ΤΟΥ PS3

    Target Image



    Χρησιμοποιώντας Post-Processing τεχνικές, motion blur κλπ κλπ
    (π.χ. ΧΒ360 VERSION OF RENDERING)



    GG & Sony View - Deferred Rendering
    (THIS IS DA ONE...PS3!!)



    Deferred Rendering,Texture Streaming και τα γυαλιά σε όλους από την GG....
    Για όποιον θέλει περισσότερες ΤΕΧΝΙΚΕΣ λεπτομέριες: http://www.develop-conference.com/de...20Killzone.pdf
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  14. #114
    Αssistant Member Forum GOD NonBorn's Avatar
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    BBC calls Killzone 2 'most cinematic and immersive game ever'

    The British Broadcasting Company was quick to praise Sony's upcoming Killzone 2 for PS3 in a recent preview despite its being an incomplete game.

    "Sit down in front of a playable level and it is immediately clear that Killzone 2 will be one of the most cinematic and immersive games ever produced on a console," the publication reports. "The raw processing power of the PlayStation 3 has been harnessed to create a level of detail seen only in a handful of games on high-end PCs."

    The reason, according to what Sony told the BBC, is that a single level can take upwards of six months to develop given the amount of level detail. "With such hyper-real detail it is easy to see why the game is not due for release until 2008," says the preview.
    Not everything was praised, however, and the game could see its fair share of controversy given its intense violence says the BBC.

    "The game mechanics of the level I saw are not particularly innovative - it is a classic run and shoot adventure, mixing different weapon types and simple tasks to good effect... [still] the high watermark for realism and immersion in video games could soon be lifted."


    Πηγή: http://gamepro.com/news.cfm?article_id=128628
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  15. #115
    PS3forums Fanatic DarkUSS's Avatar
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    ΝonBorn, ωραίο το pdf document που βρήκες. Βέβαια δεν καταλαβαίνω γρι από όσα λέει αλλά αυτό είναι άλλη ιστορία...:rofl:

  16. #116
    Αssistant Member Forum GOD NonBorn's Avatar
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    "Killzone 2 - Updated impressions" από το Games Radar

    Killzone 2 was almost everything we’d hoped for, and miles ahead of what we secretly feared - not bad, for a relatively tame third level.
    In 30 minutes, Sony transformed the perception of PS3 from an overpriced extravagance populated by me-too Xbox 360 ports, to the most exciting, important console in the world.
    That said, it’s the second time a Killzone 2 trailer has ruined E3 - this time for making almost every other game look so terrifyingly ordinary.
    Spoiler!


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  17. #117
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    Αρχιζουν και φτιαχνουν τα textures... αψογα... περιμενουμε περισσοτερα. Αλλα αργη πολυ το παιχνιδι...
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  18. #118
    PS4forums Addict konstantinos's Avatar
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    Ας ελπισουμε να κλεισουν το στομα των 360fanboyz με αυτο το παιχνιδι.

  19. #119
    PS4forums Fanatic SQP_GR's Avatar
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    kala me auta ta fisics kai ta aimata na feugun ston aera tha exei trelo on line

  20. #120
    Αssistant Member Forum GOD NonBorn's Avatar
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    Το Killzone 2 δε σταματά εκεί που το είδαμε στην E3 του 2007!!

    E3 2007


    Tελευταία photo




    E3 2007


    Tελευταία photo



    E3 2007


    Tελευταία photo



    Περιμένω τις γνώμες σας...
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