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Lighting System and tools of Diesel Engine

  • solo34
  • October 9, 2009 at 9:53 PM
  • solo34
    • October 9, 2009 at 9:53 PM
    • #1

    Hi! Any one knows what kind of lighting Diesel Engine uses ? directional lightmaps and prt or something more dynamic ?

    And about tools .Any inhouse editor& or maya\max with plugins. Diesel Engine looks as very good and solid technology .

  • Skjalg
    • October 10, 2009 at 10:30 AM
    • #2

    Do you know what happened to all that, the level editor, engine sdk etc?

  • solo34
    • October 10, 2009 at 6:27 PM
    • #3
    Quote from Pericolos0

    lighting was done with a deferred renderer, sunlight used shadow mappping to create real time shadows, this lighting system was very simple but I liked it because of that, alot of control. Levels were built with an inhouse editor. Man I miss that editor, it was extremely efficient to build levels in very fast, compared to other editors out there.

    )) editor screens under NDA ?

    Think all the perforce or svn stuff graved under tons of NDAs , or may be its move to Outbreak.

    Playing Bionic commando now, great game .Exelent visuals (barbarian english)

  • urgaffel
    • October 11, 2009 at 3:11 PM
    • #4

    I'm guessing that depending on what happened to the assets when Grin went under, it could be sold to another studio, such as Outbreak. Usually when a company goes down and it has debts, assets (both physical and non-physical such as ips) are sold to pay those debts and I'm guessing that the editor and engine would be part of those assets... But what do I know

  • Synthesizer
    • October 12, 2009 at 7:53 AM
    • #5

    I really miss the way you could place modular units in it. Building a level from a couple of assets took no time at all. Placing units in Unreal feels so awkward now.

  • insta
    • October 12, 2009 at 8:12 AM
    • #6

    Hey guys, remember when we all worked for Grin? Those were the days!

  • solo34
    • October 15, 2009 at 8:45 AM
    • #7

    External Content www.youtube.com
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    Looks pretty related )

  • Tailgunner
    • October 16, 2009 at 9:25 AM
    • #8

    Outbreak has nothing to do with the diesel engine, its just basically 2 guys from the gothenburgh office that started outbreak.

    The diesel engine itself was owned by Ulf Andersson, one of the founders of GRIN, and since Bo (his brother from the same mother) Is CEO at a company called http://%7boption%7d Im guessing Diesel is in their hands still, and beeing developed somehow in someway by some people.

  • Hipshot
    • October 16, 2009 at 9:48 AM
    • #9

    You're guessing?

  • Hipshot
    • October 16, 2009 at 9:53 AM
    • #10
    Quote from insta

    Hey guys, remember when we all worked for Grin? Those were the days!

    Seems Tailgunner's still working there, at least the signature says so...

  • Tailgunner
    • October 16, 2009 at 2:48 PM
    • #11
    Quote from Hipshot

    Seems Tailgunner's still working there, at least the signature says so...

    There we go

  • Steppenwolf
    • October 16, 2009 at 6:13 PM
    • #12
    Quote from Synthesizer

    I really miss the way you could place modular units in it. Building a level from a couple of assets took no time at all. Placing units in Unreal feels so awkward now.

    Yea i miss that a lot. Unreal is bad anyway but even in Source placing stuff feels like a chore now. Snap points are the fucking best. Even bsp brushes should have them. Such a waste of time to always have to move around and align stuff by yourself.

    Regarding the editor: If you ever took a look at Cryteks Sandbox you would find it quite similar. Infact when i got Crysis i didnt felt like getting into it because it felt too similar to what i did at work all day.

  • clayman
    • October 19, 2009 at 12:14 PM
    • #13

    tailgunner smells

  • Rick_D
    • October 25, 2009 at 7:48 PM
    • #14

    i love your work clayman

  • clayman
    • October 26, 2009 at 1:03 PM
    • #15
    Quote from Rick_D

    i love your work clayman

    cheers dude

  • solo34
    • October 26, 2009 at 11:01 PM
    • #16

    was any precomputed light used lightmaps or AO? or just pure defered shading ?

  • Synthesizer
    • October 27, 2009 at 9:26 AM
    • #17

    Deferred rendering, with screen space AO.

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