Author Topic: Re: Not-so-secret Secret Project  (Read 30243 times)

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Re: Not-so-secret Secret Project
 they have dyanamic shadows. i read a post about that someplace else and reloaded my copy to see but there are dynamic shadows in the game for moving things and characters and vehicles

 
Re: Not-so-secret Secret Project
I just found out that RAGE the new mega awesome super 3D Engine from ID has no dynamic shadows. They use lightmaps. AHAHAHAHAAHHAAHHAAHAHAHAHAHHAAHHAAHHAAHHAHA
Not true. It uses shadow maps.
Maybe statics like terrain or buildings are still lightmapped, but everything that moves has shadows on it, including self shadowing.

 

Offline Luis Dias

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Re: Re: Not-so-secret Secret Project
I just found out that RAGE the new mega awesome super 3D Engine from ID has no dynamic shadows. They use lightmaps. AHAHAHAHAAHHAAHHAAHAHAHAHAHHAAHHAAHHAAHHAHA

Yeah, just look at the game, it looks so bad...

 

Offline Valathil

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Re: Not-so-secret Secret Project
The video i saw had no shadows except the prebaked ones. Maybe a hardware thing DX 11 or sumthing
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Offline Rodo

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Re: Not-so-secret Secret Project
I get an option to "Remove the Topic" for this thread in particular.
el hombre vicio...

 

Offline redsniper

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Re: Re: Not-so-secret Secret Project
FreeSpace Open is better than a AAA, brand new, id FPS engine, is how I choose to interpret this. :D
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The future makes happy, if you make it yourself.
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Offline pecenipicek

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Re: Re: Not-so-secret Secret Project
FreeSpace Open is better than a AAA, brand new, id FPS engine, is how I choose to interpret this. :D
big news there :p
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Offline Luis Dias

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Re: Re: Not-so-secret Secret Project
What? Don't make me laugh. Please.

 

Offline redsniper

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Re: Re: Not-so-secret Secret Project
Stay classy Luis.

"What's this? Someone posts something that seems unreasonable. Well it surely can't be a bit of exaggeration for the sake of levity. No no, this guy must mean what he says with absolute certainty. He must be a moron, and I must inform him of how wrong he is. Furthermore, I must be sure to use the most condescending tone possible, so that people will be more receptive to my argument."

But sorry, I forgot. HLP, srs bsns, no fun allowed. Got it. :rolleyes:
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."

 
Re: Re: Not-so-secret Secret Project
The whole idea of megatextures is great in my opinion, I wonder if something like that can be emulated with LODs (like more LOD levels?). I personally really enjoy(ed) RAGE and hope there's lessons in texturing to be taken from it.
I'm all about getting the most out of games, so whenever I discover something very strange or push the limits, I upload them here:

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Offline Luis Dias

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Re: Re: Not-so-secret Secret Project
Sometimes it is difficult to be sure of someone else's tone. I've been on the wrong side of that stick as well many times.

 

Offline The E

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Re: Re: Not-so-secret Secret Project
The whole idea of megatextures is great in my opinion, I wonder if something like that can be emulated with LODs (like more LOD levels?). I personally really enjoy(ed) RAGE and hope there's lessons in texturing to be taken from it.

Probably not. The problem with MegaTexture is that it's very very good at doing vast streamed environments, for the kind of mostly empty, mostly static kind of graphics you get in FSO it's decidedly unsuited. Not to mention that asset creation gets a lot more complicated, from what I heard about the technology in Carmacks' presentation.
If I'm just aching this can't go on
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Offline Cyborg17

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Re: Not-so-secret Secret Project
So, one thing I'm wondering is how glow maps are going to interact with shadow maps.  From the screenshots I've seen it seems like the glow maps might also be under the shadow maps (though, I could be completely wrong, since I can't look for myself).  Is it difficult to make glow maps show despite shadow effects?

  

Offline The E

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Re: Re: Not-so-secret Secret Project
That is what is happening right now. Glow maps are not affected by shadows in the slightest.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Cyborg17

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Re: Not-so-secret Secret Project
Awesome.

 

Offline Luis Dias

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Re: Re: Not-so-secret Secret Project
Megatextures would only be useful in another "moon mission" like we find in WiH. Even then however, a better texture work could easily provide a much easier alternative.

In a third alternative, I remember a technique used in an old game, "Black and White" to get different textures based on the zoom level (or distance to shape). There is a larger texture that assures that the overall world doesn't look tiled, and then there are smaller textures that take care of the details. The smaller textures fade and disappear when you zoom out to negate the tiling effect.

(I use a similar approach in my architectural renderings so that the greenery does not appear tiled and exactly equal for hundreds of meters).

 

Offline Valathil

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Re: Not-so-secret Secret Project
Its called detail mapping. The first Deus Ex did it also
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Offline pecenipicek

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Re: Re: Not-so-secret Secret Project
isnt it basically LOD's applied in a different sense than the usual?


(i'm not too familiar with 3D engines outside of FSO and FSO-related nuances)
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Valathil

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Re: Not-so-secret Secret Project
no you cant really say that its more like mipmapping but instead of doing one BIG texture thats sampled down as you go away from it it layers a tiled small but high resolution map over the low res texture thats already there. A model analogy would be that at a certain distance submodels are not drawn at all.
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