![]() ![]() Gordon gave his assurances to Lee that his men would hold their assigned place, “’till the sun goes down or victory is won.” Not a half hour later, Rodes was wounded, Anderson lay dying, Tew was dead, and Gordon was expected to die having received no less than five gunshot wounds.įlags were of central importance in the Civil War, and they feature prominently in many survivor accounts of the fighting along the sunken road. Charles Tew’s Tarheels scoured the vicinity for fence railing, transforming the undulating path into a menacing 800-yard entrenchment-soon to be known as Bloody Lane. Colonel John Brown Gordon’s Sixth Alabama was at the apex of this critical point in Lee’s line. Veteran infantry brigades of Alabamians and North Carolinians under Generals Robert E. Hill toured the sunken road comprising the center of the Army of Northern Virginia. Shortly before 9 AM on September 17, 1862, Generals Robert E. Unfortunately, because the UK is so densely populated, it is quite difficult to avoid all types of traffic noise - but we were lucky to find an area in the countryside that was fairly quiet.įlag Blog: The Flags of Bloody LaneBradley, Texture Artist & Historical Consultant It was very important that we picked a suitable place to record for two reasons firstly, the location had to be very quiet, so that we could capture the cleanest possible recordings with limited background noise. This is why guns can sound so different in various locations. The most interesting part of a gunshot (for me) is how the environment reacts to the change in air pressure. ![]() Gunshots are essentially an impulse, a quick change in sound pressure which can sometimes sound rather uninteresting when shot in particular locations. The first step in the process was to figure out a good location to record. The Recording SessionHey everyone! When Campfire Games spoke to me about updating some of our black powder weapon firing sounds, I knew that this would be a great opportunity to go out and grab some fresh new recordings. ![]() One thing we have always loved about our community is the cinematic quality screenshots and video content you produce with the game, and we look forward to seeing more following the release of this update! We are very pleased with the new look and the visual potential it offers us in future development.ĭue to the nature of the asset changes in this update, a full download of the game will be required. Finally, we have improved our water shader to feature better reflections, light absorption, and accurate sun highlights. This more natural indirect light bounce will give a lot more depth and vibrancy to the scene, particularly to interiors and forests. Furthermore, our indirect lighting has been a point of focus in this update. We have diligently adjusted the tonemapper to overcome these shortcomings and provide a more balanced and realistic image. The current and previous iterations of our lighting and shading have particularly suffered from too much contrast and a lack of saturation. Ever since the start of development, our world lighting has gone through many iterations, and while we have always been satisfied with the look of our game, this iteration is already showing a lot of promise! It will be a gradual process to get to the same level of material refinement once again.Ĭoming in the next major War of Rights update is a big revamp of the shading, materials and lighting in the game, which we call the “Luminance” update. Due to this, it is possible that a few textures/materials might not seem as refined as they used to be in their original form (thanks to many years of tweaking). It is important to note that the Luminance upgrade comes at a technical cost Starting over with the implementation of all of the textures within the game and thus also the materials of all assets within the game. The more accurate lighting that Luminance in itself brings to the table might seem like a relatively small step in increasing the visual fidelity of the game - a continuous process we’re committed to, but with the upgrade resulting in War of Rights entering the physically based rendering spectrum comes a much greater artistic freedom going forward (some of the assets that have already gained a great deal in their visuals from this in this update are: the sun throughout the time of day, internal space of structures and flags). Today, we’re happy to release alpha update 184 for War of Rights! The primary feature of the update is the big lighting revamp, titled “Luminance”, which was announced as part of the 160th anniversary of the battle of Antietam/Sharpsburg 2 weeks ago (click HERE to read it). ![]()
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