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Posted

I think it's going to be a while before anyone matches Valve's facial efforts. HL2's was good, but the new technology they showed in that Team Fortress 2 video blows the wind out of even that. :cool:

Posted

allthough - someone at m-t.de mentioned they would have to use OpenGL 2 for the engine instead of OGL3 because the Xbox could not handle OGL3 (I'm not sure if this informations are correct)

Posted

sucks.

Seriously. The editor looks like Battlecraft 42 with "Ultra-New-Next-Gen-Shader" and placing Prefabs everythere. Look at the part there Carmack places those stones and bones. It seems it is all texture and seriously - even Half-Life 1 had modelled gibs and didn't need parallax-shaders for a single stone.

I think maybe you're missing the point of the strategy behind idStudio. It doesn't use many brushes at all, mostly meshes- as brush-based geometry is dead in the next wave of engines. The secret to large outdoor environments in the engine is in the texture. Virtualized texturing- the entire terrain is rendered as one draw call, regardless of how many stamps and blends are on the terrain, and the designer gets free reign to decide which and how many of those terrain textures to use. I don't know of an engine that virtualizes polygons.

After being somewhat left behind by UE3 and well, CE2 I guess as well, it seems ID finally heard the wake up call and managed to take the leap from engines that are optimized for interiors to something that supports large, detailed, open environments.

If you look at Quake Wars, you'll see that this leap has already been made. iD has definitely benefited from Splash Damage's learning curve in optimizing the engine for that game.

Awesome.

But still, facial animation is worse than HL2's.

Maybe we were watching different demos- I would say the character's facial animation in the Rage demo was better than anything I had seen in HL2.

Posted

I think I'll overlook the wiseassity of that and play it straight.

Ignoring the wiseassity of the comment, Patrick played it straight and remarked, "I played Half-Life 2, but I haven't gotten around to Episode 1, and I am really looking forward to Episode 2, where perhaps the facial animations will match those of idTech 5 characters."

Posted

If you want to get really technical, Secret Service 2 hacked it in before any of those games shipped, but... well...

oh yeah? NEVERWINTERNIGHTSSERIOUSSAMKREED etc

I think it's going to be a while before anyone matches Valve's facial efforts.

You make it sound like it's impossible to make a zillion of redundant unecessary morph targets on faces in an engine when an artist can.

Posted

Looking good. I remember Carmack saying that he had "one more engine" in him after Doom3 shipped. Now that he's well into this iteration and already talking about the next version, it sounds like he's been bitten by the bug once more :) Sod the rockets, JC, keep knocking out game engines!

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