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#1 Hotsun

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Posted 05 May 2012 - 11:13 AM

Hi,
I just saw some small mistakes in the latest trailer called The art of the Kill.
The first two are really hard to fix because they need whole changing system of rendering lights.
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Actually the glow shader(post processing)is affecting on white things which is a very old system because kind of that stone(or maybe plaster)statue which should not glowing will glow,the newer glow systems will affect on lights.

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I know the processing of lights are really hard but if this problem goes bigger then it wont be good.

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I know this is because of lens flares,but there should be a target setting system for example adding sun and lights for lens flares not fires,and it is purple again for exploding too.


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Most players can't recognize before problems but this is a big one.


I am a real fan of Hitman and if I wasn't I wouldn't say these problems to the designers,hope they see,particularly the last one.


If other people come here and show the problems then the designers can fix them and release the game with less problems.

Edited by Hotsun, 05 May 2012 - 11:24 AM.

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#2 Frantz Fuchs

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Posted 05 May 2012 - 11:17 AM

The statue shining is because 47 has entered the "dead-eye" mode...
And on the last one, how do you know if they're in the air, there could be a shelf behind that is not visible from this angle. We should wait until E3 before judging the game.

Edited by Frantz Fuchs, 05 May 2012 - 11:19 AM.

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#3 Hotsun

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Posted 05 May 2012 - 11:26 AM

And on the last one, how do you know if they're in the air, there could be a shelf behind that is not visible from this angle. We should wait until E3 before judging the game.

Because in the trailer while moving the camera you can feel they are in the air.
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#4 hitman_agent_47

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Posted 05 May 2012 - 03:24 PM

Don't forget guys the game isn't quite done yet, so lets wait until E3 and see what it looks like.
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#5 Stealth Clobber

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Posted 05 May 2012 - 04:00 PM

You're really nitpicking details such as this?
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#6 Agent_88

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Posted 05 May 2012 - 04:22 PM

Its not a "big" problem to begin with. This is a game not a movie.
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#7 abeg

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Posted 05 May 2012 - 04:44 PM

Sometimes vision goes beforehand realism. I think there's good observations but very stiff ones. When it comes to games and movies one shouldn't be so priggish. It's about choosing what looks good. Although the floating boxes is one hellowa interesting thing. THey do actually float, lawhl.

Edited by abeg, 05 May 2012 - 04:45 PM.

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#8 Watson

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Posted 05 May 2012 - 05:40 PM

A reflection of light that may be misplaced in several frames of the trailer? Sorry, but that's not going to ruin the game for me. I'd hate to see you do a shot-by-shot analysis of all the other games pointing out every questionable shadow or reflection. We all want the game to look good, but you're really splitting hairs here.
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#9 Aeseric

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Posted 05 May 2012 - 10:12 PM

I have worked as a visual fx artist in the past and am familiar with realms such as graphics and lighting. Though editing suites are very different from game engines, I can tell you that some of the mistakes you pointed out are really just molehills made in to mountains.

Also, do not forget that the game is still in a pre-alpha state (or so I read) and refinements are constantly being made.

The gun lighting the back of 47 is either a simple miscalculation in the light radius emission, or deliberately done to enhance the visual style of point shooting.


You're right about the purple light cast on surfaces during what appears to be anything that emits organic light. For example, gun flares, or lighters. See the example I have below, where the same purple reflection is cast on the steel from the lighter

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By asterix645 at 2012-05-05

Like I said, these are minor and are unlikely to have a significant effect on gameplay. Unless you suffer from obsessive-compulsive-disorder or something of the sort.

Personally, I couldn't care less on whether the CO2 ignition of a gun's muzzle causes a purple blotch on the frame. I'm only going to be using the silenced silverballer, which doesn't have a muzzle flare as it is.



The glowing statue is the result of a curvature in the color map of what I think is the alpha channel or the upper curve of the RGB.

This illuminates anything in the frame that is of a white, grey, or pinkish tone.

It also explains why 47's bald pale head is glowing. And the pillar structure in the top right corner is glowing.

I presume these are because of point-shooting, which has stylized visuals to add to the cinematic feel.

but a stone statue should not glow like that


The skin on a bald man's scalp should not glow either, and it doesn't.

These aren't graphical problems, they are intentional effects caused by point-shooting.



When sneaking through the library, as seen in RFYL, none of these issues are present.

You're argument is making a mountain out of a molehill, as mentioned earlier.


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Floating boxes are a simple glitch. You don't honestly expect a bugless game do you? We're only in 2012, lad. Everything is riddled with the occasional bug and glitch.

Edited by Aeseric, 05 May 2012 - 10:26 PM.

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#10 Best for Hire

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Posted 05 May 2012 - 11:39 PM

Who cares? Every game has small lighting effect glitches.
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#11 Hotsun

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Posted 06 May 2012 - 03:20 AM

Don't forget guys the game isn't quite done yet, so lets wait until E3 and see what it looks like.

I am saying these things because I don't like to see Hitman with even small problems.


I have worked as a visual fx artist in the past and am familiar with realms such as graphics and lighting

Then I am a game designer so we can understand each other.
About the statue I have to say that nowadays most game designers use HDR(High dynamic range)system because it can be programmed to affect only lights but in this trailer you can see it's just an image effect and will only works on screen,just like you add it on a movie or a picture. :huh:

The light behind Hitman is because of the lighting system,for example it can be linear,so the lights and shadows will process as lines,in the below image you can see the difference between linear and gamma.
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For changing lighting system sometimes it need a complete redo,and sometimes the designers will lower the accuracy for optimizing the game,if it is because of optimizing then I won't talk about it anymore as it's not a problem.
I know those aren't cylinder but this problem may appear to every object.

The purple light can easily change in the game engine,anyway I don't know about the editor of Glacier 2 but I know if they can access the variables of the shader from the engine then can change the color as easy as drinking water :D




And about those things on the air,first it can be cause because of marking them as static so they will behave like walls and ground,but it's really bad,imagine even a rocket can't move them.
second possibility is about the colliders,in game designing for optimizing the game sometimes we add a box collider on cylinders so in physic processing those cylinders will behave like a box,the collider size can be very different from the models,I think those have colliders bigger than the models.
Like this:
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This is a cylinder having a box collider(green wireframe box is the collider)bigger than itself.

Edited by Hotsun, 06 May 2012 - 07:53 AM.

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#12 Mr. ME

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Posted 06 May 2012 - 09:20 AM

I'm lolling that these are taken seriously the lighting is like that because you are in Point Shooting mode.



YAY!!! Free screenshots!!!!
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#13 Aeseric

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Posted 06 May 2012 - 09:34 AM

the lighting is like that because you are in Point Shooting mode.


FINALLY. Someone who actually reads posts.


I said that at least 3 times, providing logical backing as to why. No one seems to get it, until you came along.

Thank you, mr.me

Edited by Aeseric, 06 May 2012 - 09:34 AM.

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#14 Best for Hire

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Posted 06 May 2012 - 03:17 PM

I'm surprised some kind of discussion is even happening on the random thread obviously created by a troll.
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#15 abeg

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Posted 06 May 2012 - 03:32 PM

You sure? Don't think Hotsun is a troll. What he says makes sense but I don't understand why he doesn't send them a email or something.
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#16 910920

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Posted 06 May 2012 - 07:41 PM

Another big mistake is the close combat skill when he beats the guard at the end.
The moves aren't realistic and as a boxer I ashore you it takes another approach, even more simple to knock down a man. I hope they will fix that, but even if not. I don' t care. It will still be a great game
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#17 Expert

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Posted 06 May 2012 - 08:31 PM

CQC is not boxe.
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#18 910920

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Posted 06 May 2012 - 08:43 PM

CQC is not boxe.

I'm talking about a knock down in general
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#19 Hotsun

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Posted 06 May 2012 - 11:18 PM

What he says makes sense but I don't understand why he doesn't send them a email or something.


I didn't email them because I thought if I see those mistakes then the others may see more,and this thread can be a place to discuss about them and after all email all of the problems,not only mine.

Edited by Hotsun, 07 May 2012 - 07:36 AM.

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