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PostPosted: Fri Aug 01, 2003 2:05 pm 
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Tenebrae!

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roofles @ both of you. funny shit :)


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PostPosted: Fri Aug 01, 2003 6:02 pm 
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Plasma Spammer
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Quote:
Displacement mapping.
No big deal nowadays but cool notheless - not meant to diss the engine.
I think it may be harder to redetect the world collision model than to displace the geometry.
I've seen very very cool displacement mapping demos applied to characters - now that would seriously rawk!
Sorry to mention Doom³ agian, but not in a competitive way this time...

Since the Doom³ engine renders the whole scene blank into a buffer (der_ton may want to explain the correct buffer for us:) ) before it calculates the lights it may be too much of a performance hit to perform and redetect displaced geometry. Also vis and collision data may change.


Where have you seen these cool displacement mapping demos for characters?

I´m sorry but I don´t know any details about the D3 rendering techniques, where did you read that info with the blank buffer rendering?
As a consequence, I´m not sure what the purpose of that is. Maybe they pre-fill the z-buffer so they can render subsequent passes without writing to the z-buffer again and again? (That would make the handling of semitransparent surfaces easier, too)

I´m also not familiar with that redetection issue with displacement mapping. Can you explain?


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I for example have made an .lwo landscape lately which I want to animate in MAYA in several different ways which could be triggered later.

Your animated landscape would be a md5mesh then, and not part of the usual level geometry, right?
I´m not sure if you can walk on such a landscape with the player... But maybe that´s not your intention. Maybe you´re planning something like the breaking pipes? They blend in nicely with the level geometry even though they´re a md5mesh.

Also, you stated that id uses LW for editing and Maya for animation. So you think they created the characters in LW before they did their animations in Maya? I´d guess that the whole process for creating&animating the characters is done in Maya...


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PostPosted: Sat Aug 02, 2003 1:45 am 
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Tenebrae!

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I´m sorry but I don´t know any details about the D3 rendering techniques, where did you read that info with the blank buffer rendering?
As a consequence, I´m not sure what the purpose of that is. Maybe they pre-fill the z-buffer so they can render subsequent passes without writing to the z- buffer again and again? (That would make the handling of semitransparent surfaces easier, too)

Firt, you draw the scene once in order to fill the depth buffer with the scene info. No textures, no bump mapping, very fast.
Then when it comes to adding the per pixel lighting, only pixels which pass the depth test will get drawn, effectively it's per pixel culling.


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PostPosted: Sat Aug 02, 2003 9:51 pm 
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der_ton wrote:
Where have you seen these cool displacement mapping demos for characters?


Different Matrox showcasing events - very impressive stuff.

Quote:
I´m also not familiar with that redetection issue with displacement mapping. Can you explain?


Doom³ stores a precompiled collision map - altering the geometry on runtime would require a redetection of the per polygon collision map, wouldn't it?

Surely it's not a non-resolvable issue, but the way the engine is layed out it migh be nontrivial. Don't know - I'm not an expert, just an "enthusiast".


Quote:
Your animated landscape would be a md5mesh then, and not part of the usual level geometry, right?
I´m not sure if you can walk on such a landscape with the player... But maybe that´s not your intention. Maybe you´re planning something like the breaking pipes? They blend in nicely with the level geometry even though they´re a md5mesh.


I'm not sure about the collision either, but yes, I'm planning to use a md5anim/mesh.

Quote:
Also, you stated that id uses LW for editing and Maya for animation. So you think they created the characters in LW before they did their animations in Maya? I´d guess that the whole process for creating&animating the characters is done in Maya...


Lightwave = modelling
MAYA = animation

This workflow got personally confirmed to me by the product manager of NEWTEK (LightWave).

The process is split up - the artists build the characters and Fred Nillsson animates them.

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PostPosted: Sun Aug 03, 2003 5:13 am 
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The fifth movie called BugBait is out. Downloading it now.


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PostPosted: Sun Aug 03, 2003 5:48 am 
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Tenebrae!

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is it just me, or are these movies getting more crappy as we go along? I never saw the full e3 video (too big for a single download for me), so can someone say whether it gets better from here, or is it not worth the bother anymore? I'm hoping they didn't blow their load with the first few. Gman, K's lab and Docks were great.

edit: actually now that I think about it, the tentacle from the tunnels video is pretty cool. :)


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PostPosted: Sun Aug 03, 2003 6:45 am 
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It depends how you look at it.

If your downloading the divx versions, your not getting the quality that it deserves to be seen at - try the BINK versions and it shows what is likely to be a hit game.

People have mixed feelings about it already - some knocking it as "not being that advanced" and others bowing down to the god of HL2, and lots of us inbetween :)

There is some better footage to come, for sure !

1. The city center scene with a glimpse at some impressive looking AI, not to mention some very cool looking architecture, that huge long legged bug thingy that stabs a dude with his foot, some seriously cool exploding cars etc.

2. The "buggy ride" showing off fairly large outdoor areas and some cool looking vehicle interaction with the environment around, followed by a rocket launcher fight with one of those wierd "chopper" like flying thingies

3. some tech demos of the physics and shaders

The huge demo was cool, but it didn't do it justice as it was blurry and low quality.

I think the hires videos have dissapointed some people who have picked them to pieces over every single minor detail - I guess they are expecting far too much ! :)


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PostPosted: Sun Aug 03, 2003 12:14 pm 
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Tenebrae!

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Quote:
There is some better footage to come, for sure !

That's all I needed to hear :)

I've been checking out the binks for the last two. I was very dissapointed with the later divX's after having been spoiled with the quality of the Gman divx.


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