Cities without ambient occlusion

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alino

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Many cities, even those with the final model, do not have the AO precomputed. I haven't done a real search and I don't have a list but there are many. I don't understand if it depends on the time of day but I don't think so. I hope it gets fixed.
 
Besically i dont think its real ambient occlusion cause that would be way too "complicated" for TW.All they do is to place some negative light entities.Sometimes not placed corectly and black spots appear on castle walls.But they are so lazy so they left some areas without. Dont expect much tho.
 
In many cities it looks very well done. I think it's the ability of the graphics engine to be able to calculate it, even if I haven't done any experiments. I'm afraid it's poor quality control.
 
Many cities are poorly executed design-wise. I never understood why there are areas that are not reachable by player. Usually blocked by some silly cart or other trash.
As even smallest medieval city was larger than largest city in Bannerlord, it is completely OK for computer game to adjust size to its limits. I think every sensible player understands that it is impossible and impractical to model like 10000 inhabitants town. Less is more in games.
If I was developer, I would make unique only capital cities for all kingdoms. As big as scene map reasonably allows => generally small, so it can be properly walled around and walked around. Not like now when many cities, if not all, are not able to be walked around as player hits that red wall of map border. For the rest of the towns I would be absolutely OK with one generic model per kingdom. Only difference would be some terrain differences like flowing river, background models of mountains,flora etc.
 
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