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Doom3 can produce larger environments than Source?


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Posted

Source can create larger outdoor terrains than you thought, and it goes pretty easy using displacement maps (they are even creating a MMORPG using Source with a world as large as others).

The only draconian thing might be the RAD compile of it, lol.

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Posted

Section_Ei8ht: Source can't make evironments that large in the first place, so how can you compare the two like that? Besides, since when were cities built ontop of mountains.

Fantasy Games. Best place for a fantasy town is on top of a mountain. Didnt say "wow, didnt know doom3 could do that" because I knew it could.

Dont mean to sound like an ass or anything, im just saying that I am not impressed with what I am seeing. I've worked with both engines and I prefer source.

Posted

To me those screenshots just looked like a poor heightmap - it doesn't really look very high poly or natural to me, and the textures are distorted horribly. If you were making some sort of flying game or something it would be fine I guess, but if you tried to play an FPS on that sort of terrain it would look shit. That said, I'd like to see somebody pull something that scale off in MOST engines designed for FPS's and have it not look like ass.

Posted

Doesnt look very good. I can tell its doom3, which isnt a compliment. I hate the darkness D:

Oh, god forbid he maybe wanted to make it an evening-ish scene. :P It could be blindingly bright if he wanted it to be.

That first shot looks really bad, but the second looks really good. If you were getting up close to that, you'd want to add some more poly detail and texture blending, but for background scenery or something it'd be gorgeous. UV coverage looks pretty good, even just a higher-res texture and scaling up the UVs themselves would help a lot.

Doesn't even look like it's a normal mapped texture. I imagine this would be absolutely beautiful with a normal map and some improved smoothing.

Posted

I'm not really impressed either though.

I mean, it's great Doom 3's engine can create a little town square with some buildings around it. It's really swell it can have a dynamic light entity circle the world. It's cool to see someone create a few spiky hills and place a player spawn. But aren't these things we should directly expect from any decent / modern 3D game engine?

Creating a huge outdoor landscape is just another day's work for Source, using large displacement maps and 3D skybox'es to expand the illusion. Creating a town square with Source isn't a mystery either, and dynamic shadows can be modified into the engine if it would really be necessary.

It's great to see someone doing this with the technology at hand though, but I don't think it's that impressive.

I have no intention to sound as Mr. Pessimist with this, but it's just my two dimes. :)

Posted

both shots look like something u could almost make in hl1. Oh and KFS i still havent seen any happy maps for d3 yet, like a tropical island or a jungle or a nature map, and i dont wanna search so can you post some :?


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