Realtime shadows and weather on top of a decomp is ambitious. Lighting is usually where old PS2-era assets fight you hardest. Are you baking any of the static geometry, or going fully dynamic for the overhaul?
I decompiled all of the state systems for the story and gameplay mechanics. The rendering and drawing of the models is generic as I didn’t care to emulate the nuance of the ps2 architecture. I’m actually un-baking the shading from the scene and then relighting the scene dynamically.
Realtime shadows and weather on top of a decomp is ambitious. Lighting is usually where old PS2-era assets fight you hardest. Are you baking any of the static geometry, or going fully dynamic for the overhaul?
I decompiled all of the state systems for the story and gameplay mechanics. The rendering and drawing of the models is generic as I didn’t care to emulate the nuance of the ps2 architecture. I’m actually un-baking the shading from the scene and then relighting the scene dynamically.