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funny thing about the pillars in Egyptian

 
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00zero
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 PostPosted: Sat Feb 24, 2007 10:34 am    Post subject: funny thing about the pillars in Egyptian Reply with quote Back to top

in the first room of Egyptian, with the reflection pool, the pillars and the pool act funny.

shoot the pillar with a pistol and the bullet mark will not show up in the reflected pillar... but... shoot the reflected pillar and the bullet mark shows on that pillar, not in the floor below the water!
they must be two separate pillars, one above ground and one below, to give the illusion of a reflection.

hmm... i haven't tried it with paintball mode yet, i wonder if that would make it more evident...
 
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SubDrag
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 PostPosted: Sat Feb 24, 2007 10:37 am    Post subject: Reply with quote Back to top

Yep, they actually are two separate pillars. If you use the laod one room only you can see that they are indeed separate. Interesting little thing they did. They faked having reflections hehe.

Ah here it is:
http://subdrag.netfirms.com/gebeta/egypt.htm
 
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El Cazador
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 PostPosted: Sat Feb 24, 2007 9:54 pm    Post subject: Reply with quote Back to top

Thats some ingenuity on the designers part. They probably couln't figure it out, so they went with the most erganomic way of doing it. They probably never noticed the pillar oddity with the bullet holes till it was too late. Who knows, maybe they left it on purpose as an easter egg.
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The Extremist
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 PostPosted: Wed Feb 28, 2007 6:06 pm    Post subject: Reply with quote Back to top

Is this the case with the lower floor of Carrington Institute?

Because that reflection seems a little too good...
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zoinkity
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 PostPosted: Fri Mar 09, 2007 7:50 am    Post subject: Reply with quote Back to top

A lot of games do that, actually. It's usually a lot faster/easier than coding in a bunch of reflection code when it is only used in a few instances.

The pillars are interesting for another reason. Remember when Hollis was talking about how they got architects to design the stages? GE is one of very few games with pillars that are "properly made" where they taper toward the top. This gives the impression of the pillar being complete straight from below!
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Maxout
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 PostPosted: Fri Mar 09, 2007 2:56 pm    Post subject: Reply with quote Back to top

Gotta love detail.
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Wreck
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 PostPosted: Sat Mar 10, 2007 9:29 am    Post subject: Reply with quote Back to top

The Carrington Institute does use this same trick. Certain parts of a room, such as walls and pillars, are replicated below the floor. The flooring is partially transparent, allowing you to see the models beneath it. The couches, however, are double-sided. Atleast I am pretty sure they are. Try using the FarSight XR-20 in the Defense mission, and look at the architecture closely. This method is used in a few others places, like the Skedar Combat Simulator level.

By the way, has anyone else noticed that the Frigate also has a fake reflection in the water? Part of the boat is replicated below the water line, and is barely even noticable. It's a very cool addition which most of us hadn't spotted for the near decade it has been out.
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Dragonsbrethren
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 PostPosted: Sun Apr 08, 2007 2:11 pm    Post subject: Reply with quote Back to top

Speaking of the CI, I'm surprised Rare missed this since they pay so much attention to detail, there are no doors in the reflection, it's just open to the sky.
 
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Wreck
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 PostPosted: Sun Apr 08, 2007 10:09 pm    Post subject: Reply with quote Back to top

Actually, none of the doors are reflected in the Carrington Institute floor. There's two reasons that could explain why. a) Making a static door image in the architecture below the stage wouldn't work, because it would remain in the same position when the doors are open and / or not there. b) Vertically mirroring the door image to be like the couches would take up twice as much data, and effects all instances of the door in use. It's understandable why they didn't do it, when you think about those two possibilities. They could have made two new door objects with the mirror image and used them in the few positions required, but it's likely something they figured wasn't completely necessary to do.
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Maxout
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 PostPosted: Sat Apr 14, 2007 9:58 am    Post subject: Reply with quote Back to top

Whoever their editor was wasn't the perfect speller. To nitpic, the guards always say 'get her' even if you are a guy in the solo missions. Good to be subjective or unspecific. "We have an intruder" is one of the generalized lines.
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El Cazador
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 PostPosted: Mon Apr 16, 2007 11:06 am    Post subject: Reply with quote Back to top

Maxout wrote:
Whoever their editor was wasn't the perfect speller. To nitpic, the guards always say 'get her' even if you are a guy in the solo missions. Good to be subjective or unspecific. "We have an intruder" is one of the generalized lines.


Not everything can be perfect....well, save the dark part. Smile But if it was generalized then we'd have nothing to point out. Wink

I highly respect computer programmers, and computer hackers like you guys. The effort, and the ammount of codes it takes to make seemingly simple changes is tremendous. Its amazing how much they really do have to think, as Maxout would say, "outside the box." (and I'm not just talking about the X one.)
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