1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

RAGE

  • Buddy
  • July 15, 2008 at 10:01 AM
  • Jake Gilla
    • June 22, 2011 at 6:00 PM
    • #401

    I hope the tools suck so I can get it for PS3. My desire to build maps for it conflicts with my desire to shoot shit with my wife in coop mode.

  • Gloglebag
    • June 22, 2011 at 8:49 PM
    • #402
    Quote from Sentura

    3 discs for the xbox. suck it fanboys.im a bit disappointed that it wont be as open world as i thought and that the inventory system doesn't have a limit (doesn't have to be encumberance, games like torchlight or diablo/2 did with spatial occupation), but it still looks really solid.

    You actually think having an inventory limit is good or that inventory management is an interesting game mechanic at all. Why are you such a bad person?

  • Puddy
    • June 22, 2011 at 9:12 PM
    • #403

    It's still looking pretty cool.

    But man... Tim Willits talks PR as if everyone was a three year old.

    Also, every question he hears is a "great question".

  • Mazy
    • June 22, 2011 at 10:21 PM
    • #404

    The racing still looks super wonky to me :G

  • knj
    • June 22, 2011 at 10:24 PM
    • #405
    Quote from Mazy

    The racing still looks super wonky to me :G

    maybe i'm wrong, but didn't Rage was supposed to be apocaliptic racing game at FIRST ?

  • Mazy
    • June 22, 2011 at 10:43 PM
    • #406

    Pretty sure it's always been a blend of various things. The racing has always been the part that has made it special as an id game, but also the part that looked the least fun. For me it's still like that based on what they're showing, I'll be very surprised if the racing feels good and solid when it's released.

  • -HP-
    • June 23, 2011 at 2:01 AM
    • #407

    Racing was never meant to be a big part of Rage, only a supplement.

  • -HP-
    • June 30, 2011 at 5:27 PM
    • #408

    [gametrailers]716965[/gametrailers]

  • Mazy
    • June 30, 2011 at 6:07 PM
    • #409

    I hate to sound so negative about Rage, because I am looking forward to it, but looking at that video and seeing that guy dragging some stuff around in the editor makes me think: Is all this mega-texture stuff really being used for all it's worth? because from what I've seen so far it looks more like it's basically just decals and terrain paint. There's obviously the limitations of the actual budget and how much time you can spent on making things unique, as well as actually fitting it on the consoles (even with 3 discs on the 360). I donno, maybe you need to play the game to truly cherish the technology, but it just looks like something that's easily achievable with fairly old tech from where I'm sitting

  • Grinwhrl
    • June 30, 2011 at 6:26 PM
    • #410

    I've heard rumors they have suffered alot with the new tech.

    Regarding teh video; game looks even more awesome then before, can't wait!

  • Sentura
    • June 30, 2011 at 6:51 PM
    • #411

    ...you think you saw any proper detail of the texture from that video? i'm fairly sure that you won't see how much the improvement of megatextures is until you actually play the game.

    i do not doubt it's achievable with old tech, though the way it's represented visually and the structure needed to hold visual information would have to have rebuild from scratch to make sure specific parts of the texture are only loaded when needed.

  • dux
    • June 30, 2011 at 7:01 PM
    • #412
    Quote from Dark

    I've heard rumors they have suffered alot with the new tech.

    In what ways?

  • Serenius
    • June 30, 2011 at 7:12 PM
    • #413
    Quote from dux

    In what ways?

    One thing that comes to mind is if every area is uniquely modeled and textured, imagine what a PITA it is if you set up a crumbled wall full of broken rebar, only to have to change it all later based on play tests.

    Now multiply that one minor exercise by 1,000, and the workflow for a non-modular approach becomes pretty painful. You pretty much have to get it right the first time before an art pass hits.

  • -HP-
    • July 1, 2011 at 12:47 AM
    • #414

    The good thing about it is that you can uniquely texture everything!

    The bad thing about it is that you need to uniquely texture everything!

    It pretty much boils down to that.

    I know I would love to get my hands on this tech, being the detail whore that I am. I mean, we used a lot of decals on our levels, open any C2 level with the SDK and you'll see, but we were still limited with overdraw and limited due to texture memory since a decal is typically a 512 diffuse (and possibly spec and normal); with idtech you can have as much decals as you want, as much textures as you want with no impact on performance since everything is baked down into the mega texture.

  • Thrik
    • July 1, 2011 at 9:24 AM
    • #415

    The general impression that I've gotten from Carmack et al talking about megatextures over the years is that it doesn't necessarily make much of a difference to the aesthetics of a game: developers can still repeat textures and shit if they want to, and gamers probably won't even notice the exorbitant amounts of unique detail anyway. To be fair I hardly notice asset and texture repetition in most current-gen games.

    However, it does have huge implications on performance and is presumably a major factor in them hitting 60 FPS rather than 30 FPS on consoles despite having superb visuals — like HP says you're not using the engine to paint individual textures onto meshes and shit (which works fine but eats RAM like a mofo), it's all done before that stage. Do they have external tools for doing that, do they use regular Photoshop and brushes, or do they have an in-editor texture tool for working on the megatexture? Not really seen much of the developer tools.

    I'm more interested in the post-Rage iteration of megatextures personally, which will have all the infinite detail shit going on.

  • Buddy
    • July 1, 2011 at 10:40 AM
    • #416
    Quote from Thrik

    Do they have external tools for doing that, do they use regular Photoshop and brushes, or do they have an in-editor texture tool for working on the megatexture? Not really seen much of the developer tools. :cool

    From the information they released it seems that they stamp decals onto the meshes in the editor but the 'megatexture' on assets is just models with unique diff/disp/norm/spec map imported into the editor from max/maya/whatever and added to the global texture map, aka the megatexture.

  • -HP-
    • July 1, 2011 at 10:49 AM
    • #417

    Yeah they use a stamping system, it's in some ways similar to our decals system. Also, on idtech5 you can stamp decals both on terrain and objects alike, this is good to disguise seams.

  • Sentura
    • July 1, 2011 at 12:37 PM
    • #418
    Quote from Thrik

    The general impression that I've gotten from Carmack et al talking about megatextures over the years is that it doesn't necessarily make much of a difference to the aesthetics of a game: developers can still repeat textures and shit if they want to, and gamers probably won't even notice the exorbitant amounts of unique detail anyway. To be fair I hardly notice asset and texture repetition in most current-gen games.However, it does have huge implications on performance and is presumably a major factor in them hitting 60 FPS rather than 30 FPS on consoles despite having superb visuals — like HP says you're not using the engine to paint individual textures onto meshes and shit (which works fine but eats RAM like a mofo), it's all done before that stage. Do they have external tools for doing that, do they use regular Photoshop and brushes, or do they have an in-editor texture tool for working on the megatexture? Not really seen much of the developer tools.

    I'm more interested in the post-Rage iteration of megatextures personally, which will have all the infinite detail shit going on.

    well...

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    textures are still second to geometry

  • 2d-chris
    • July 1, 2011 at 12:50 PM
    • #419

    hmm for me textures make a much bigger impact than more polies/geometry detail - thats why RAGE looks so awesome because they really nailed the texturing and shaders / post FX

  • -HP-
    • July 1, 2011 at 1:07 PM
    • #420

    lmao sentura

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™