Dishonored
PiNocPie Jul 21, 2017 @ 11:05pm
Why Carvo doesn't have shadow?
Because of the outsider?
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Showing 1-12 of 12 comments
Zekiran Jul 21, 2017 @ 11:18pm 
The main character in both D1 and D2 don't have a shadow but I think that's more or less because there's no player model. I really do wish they'd have one, but... It is pretty spooky.

Particularly in Dishonored 2, there's a very bright spotlight and it becomes *extremely* apparent that you lack a shadow.

I don't think there's a true in-world lack of a shadow, just a game render issue.
Kaitos Mogh Jul 22, 2017 @ 3:53am 
Datsheffy There are no shadows in a world without light. Kappa
Marcy Jul 24, 2017 @ 3:36pm 
It's probably because there is no actual player model, just a camera entity and viewmodel for the arms on which they disabled worldspace shadow casting. I don't like or dislike it. It works for Dishonored.
EvilPie Jul 24, 2017 @ 5:07pm 
I suppose its becase it´s like playing resident evil 7 in VR theres no actual character and you´re just a pair of hands and a weapon XD
Last edited by EvilPie; Jul 24, 2017 @ 5:07pm
Zekiran Jul 24, 2017 @ 5:49pm 
Which would be infinitely creepier if they DID render a shadow for just that....
Mr.Falconscript Jul 25, 2017 @ 1:16am 
Originally posted by Zekiran:
The main character in both D1 and D2 don't have a shadow but I think that's more or less because there's no player model. I really do wish they'd have one, but... It is pretty spooky.

Particularly in Dishonored 2, there's a very bright spotlight and it becomes *extremely* apparent that you lack a shadow.

I don't think there's a true in-world lack of a shadow, just a game render issue.
Pretty much what you said. It's kind of a shame. You'd think in this era of game design, creating full character models would be mandatory -- even if everything above the elbows and thighs were just an untextured model there for shadow-mapping purposes. I mean, plenty of seventh-gen (PS3, 360) era games did full-body. L4D1, which sadly didn't carry over into L4D2. Crysis. The later Elder Scrolls and Fallout games. Of course, L4D and Crysis both let you jump into a rather awkward and unrefined third-person gameplay mode with console commands. I'm just saying it *could* be done. We're in the eighth-gen years now.
Zekiran Jul 25, 2017 @ 4:22am 
Fear 2 had it, though I don't remember if 1 did, and that was ages ago. (But then again, Fear 2 had a functional mirror... the only one I've seen aside from a couple tricks in Gmod.)
darf Jul 25, 2017 @ 7:17am 
Corvo is basically just a pair of floating arms and a sword drawn onto the screen, though he does have an actual model, as you can see in the ending cutscene.
Marcy Jul 25, 2017 @ 7:49am 
Originally posted by Skiff006:
Corvo is basically just a pair of floating arms and a sword drawn onto the screen, though he does have an actual model, as you can see in the ending cutscene.

That's not the actual viewmodel used though. The viewmodel is indeed just a pair of floating arms.
PiNocPie Jul 25, 2017 @ 8:04am 
He is the two-handed ghost in Dunwall xD
darf Jul 25, 2017 @ 8:12am 
Originally posted by Vertisea:
Originally posted by Skiff006:
Corvo is basically just a pair of floating arms and a sword drawn onto the screen, though he does have an actual model, as you can see in the ending cutscene.

That's not the actual viewmodel used though. The viewmodel is indeed just a pair of floating arms.

I know that. I was just pointing out that Corvo does indeed have an ingame model, but that it's not used as the viewmodel.
Mr.Falconscript Jul 25, 2017 @ 12:51pm 
Originally posted by Skiff006:
Originally posted by Vertisea:

That's not the actual viewmodel used though. The viewmodel is indeed just a pair of floating arms.

I know that. I was just pointing out that Corvo does indeed have an ingame model, but that it's not used as the viewmodel.
Yeah, it was a static model like many of the characters seen in the Void segment.



Originally posted by Zekiran:
Fear 2 had it, though I don't remember if 1 did, and that was ages ago. (But then again, Fear 2 had a functional mirror... the only one I've seen aside from a couple tricks in Gmod.)
You know, I was going to say FEAR: Perseus Mandate seemed to have it as well as a more sophistcated first-person body model (aka Feet). I believe this stand-alone DLC was based on the same engine as the first game which was, more or less, almost sixth-gen (Xbox, PS2) graphical quality (though they all released eventually on seventh-gen consoles). But, yeah, I definitely remember moving through halls and stairwells and your shadow shifting around between light sources.

You mentioned mirrors too. Yeah, I can't say I've seen a lot of games that convincingly do effects like that despite mirroring being one of the early advanced graphical tricks in the book. They've been doing it since at least the PS1 era, albeit rather limited. But some of the best mirror effects had to be on the Xbox-version of Splinter Cell: Pandora Tomorrow and Splinter Cell: Chaos Theory. Remember climbing up through the floor hatch of the train in SC:PT and seeing the harsh white light of the interior of the train reflected against the window, but also seeing the dark trees and night-time sky outside through it. Oh, yeah, and, of course, Same Fisher reflected in real-time. ♥ Then again, the Splinter Cell games used to pioneer a lot of graphically-"expensive" details such as cloth physics, normal mapping, ragdoll physics for bodies... I really liked you back then, Ubisoft. What happened?
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Date Posted: Jul 21, 2017 @ 11:05pm
Posts: 12