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.
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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?
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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".

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The racing still looks super wonky to me :G
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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.
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Racing was never meant to be a big part of Rage, only a supplement.
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[gametrailers]716965[/gametrailers]
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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

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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!
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...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.
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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.
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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. -
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.

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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.
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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.
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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...
textures are still second to geometryExternal Content www.youtube.comContent 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. -
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
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lmao sentura
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