Killzone 2 pre-release discussion thread

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Hmmm...so, the cover can be completley destroyed ! :cool:Thats cool, as I thought it would be only partially destructible, but as shown in this AI demo, it is completely destructible and then the AI moves to find another cover.

I think i read in some preview saying that cover can only be completely destroyed in some parts, and in others not.

Edit:
ign said:
Killzone 2 can do some pretty nifty destructible terrain when it wants to. One section we played (and which you can see in the LiveWire Demo from E3) was essentially a Helghast shooting gallery. You hop behind a gun emplacement facing a building that's had the front wall sheared away to reveal the floors inside. Helghast run out on multiple storeys to try and take you down, but they're no match for the awesome power of your heavy weaponry. Not only do you mow the Helghast down, you mow the barricades they try to hide behind, you chunk out cement from the walls, and eventually you bring huge sections of the structure to the ground. It's awesome, but sadly not reflective of the wider game, where most structures are impenetrable.
 
I think i read in some preview saying that cover can only be completely destroyed in some parts, and in others not.

Edit:

I think that's about buildings. Still...it would make sense for not ALL cover to be destructible...eg. it depends on the material the cover is made of.
 
I think i read in some preview saying that cover can only be completely destroyed in some parts, and in others not.

Edit:

Ya, I have read that too, but I had presumed after the 2007 trailer that only cement blocks would chip-off from pillars and the metal rods inside remain. I was under the impression that this would hold true for all the cover objects, to preserve the basic layout of the map maybe or so that path finding doesn't change.Even Unreal engine3 presentation video showing destructible cover had only cement chipping-off while the iron rods remained, so that no new paths opened up.

The new fact that path finding and collision detection are not limiting destructibility is what I was talking about.So, now unless it is an important pillar of the structure or something, we can expect to throw a grenade and destroy cover.
 
Here's an article discussing the technique(s) behind the oft talked about building explosion seen by journalist at E3 (I think it was E3). Apparently they're using an app called Houdini with models imported from Maya. They say they're using a combination of pre-calculated and real-time physics.

"That's the magic of Houdini: because the physics have been pre-calculated and baked into the animation, they don't require a whole lot of processing power," Ben says. "This allows us to model much more variety in them. We can even increase the overall complexity of the scene by adding real-time physics on top."

A video of the building in question (apparently just one of many) is also available.


On a side note, I vote for a thread name change to make this thread easier to find. Perhaps just simply "Killzone 2 Discussion and Media."
 
just something i noticed lately, the lights from the MP seems much dimmer than the SP from 2007. there's a big difference in brightness from what i can see. anyone else think so?
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Two different areas, I don't think we need to compare it. Even if the lights have been dimmed, it would be an artistic decision not technical, so no worries there.

Here's an article discussing the technique(s) behind the oft talked about building explosion seen by journalist at E3 (I think it was E3). Apparently they're using an app called Houdini with models imported from Maya. They say they're using a combination of pre-calculated and real-time physics.



A video of the building in question (apparently just one of many) is also available.


On a side note, I vote for a thread name change to make this thread easier to find. Perhaps just simply "Killzone 2 Discussion and Media."

From what you have quoted from the article it seems that for that particular event, the animation is baked into the vertices and a trigger would initiate it and thay would fall in the same way.But the devs saying that they can add realtime physics on top of baked animation is new to me. Guess they must be using the same logic they use to add ragdoll into the mocap animations( I mean the transition b/n them)
 
They've probably added distance based fading to the light flares, makes sense and shouldn't be too complicated to implement.
 
Just watched it.

Very nice flow. Got me excited for R2 :p
Good thing this game is delayed until Feb 2009. I wouldn't know how to balance my time between these 2 games.

The sniper is just way too cool and powerful. The engineer looks fun too. I assume he's the one controlling the flying bot as well as the sentry guns. The medic seems too effective (I will certainly take him out first on the field).

I'll like to see what other roles can do in the next trailer. :)
 
Nice! They even have reflections on the fighter plane, so the rendering engine has probably gained some new features as well.
 
Superb looking trailer. Really gives me a mixture of tf2 and counter strike vibes. Seems to be very fast and smooth to for 30fps game. I really love the amount of effects like smoke, bullet impact, distructable pillars, explosions and the aircraft being blown up to.

The viceral feel (blood, mo cap death etc) combined with the dank dark environments really give this game a superb atmosphere imo.

For the moment the engineer, medic and sniper all seem to be very very powerfull cararcters atm.

Really looking forward to this single and multiplayer.

Out of intrest based on physics, and graphical prowess how does everyone think the tech and art stand up to other multiplayer fps?
 
Are the Vektans wearing some glowy thing on their suits? I noticed a blue glow, but it didn't seem nearly as noticeable as the Helghasts' glowing red eyes. If snipers/stealth types can stay permanently cloaked, it'd be fine, but otherwise it could be a PITA to be a stealthy Helghast type.
 
Are the Vektans wearing some glowy thing on their suits? I noticed a blue glow, but it didn't seem nearly as noticeable as the Helghasts' glowing red eyes. If snipers/stealth types can stay permanently cloaked, it'd be fine, but otherwise it could be a PITA to be a stealthy Helghast type.

Yes your right Vektans have the blue to identify them. Similar in single player game to where the Vektan vechiles have blue lights to identify them.

MM wonder if they would ever have a Red Dwarf moment, and change the light bulbes :p.
 
Nice! They even have reflections on the fighter plane, so the rendering engine has probably gained some new features as well.

Didn't notice it the first time round. The effects in KZ2 are quite subtle (to me) at first. Now I can see more and more post processing.

slider said:
Very nice. Some glimpses of weather too (although not necessarily in gameplay) which seems promising.

Yes, I was hoping to see rain :)
... which would make the lightning more deadly.
 
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