Lugaru 2...
Edit: Sectaurs beat me to it-
Sub-d means you use a low resolution control mesh to model a higher poly meshsmoothed version fo the same object. The low rez mesh is often called the control mesh.
I have mostly been using print screen for capturing images of models. Anything that renders in real-time in the viewport can run in the game engine.
These look like ray traced renders, and you can set up things like specular and reflection in the material editor for this. It really has nothing to do with realtime asset production.
Sub-d means you use a low resolution control mesh to model a higher poly meshsmoothed version fo the same object. The low rez mesh is often called the control mesh.
I have mostly been using print screen for capturing images of models. Anything that renders in real-time in the viewport can run in the game engine.
These look like ray traced renders, and you can set up things like specular and reflection in the material editor for this. It really has nothing to do with realtime asset production.
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I was surfing the web when I found this. It talks a little about the procedurally generated forests in Oblivion. I remember that David is making trees grow by themselves. Does this also imply the use of procedurally generated landscapes, or is the whole map (I'm assuming there is one big map) going to be hand-made (also, are these two things compatible with one-another?)? More over, is procedural animation and generation supported by all setups?
A more pertinent question is whether they will be generated at runtime or generated when we design the world. The answer is that they will probably be procedurally generated once when we are designing the world. I don't really see the advantage of having a new random scattering of trees every single time you leave a portion of the map.lpod100 wrote:I was surfing the web when I found this. It talks a little about the procedurally generated forests in Oblivion. I remember that David is making trees grow by themselves. Does this also imply the use of procedurally generated landscapes, or is the whole map (I'm assuming there is one big map) going to be hand-made (also, are these two things compatible with one-another?)? More over, is procedural animation and generation supported by all setups?
The procedural animation system is supported by all setups... it doesn't need a physics card or something, if that is what you're asking. Procedural generation of content (which is not realtime) is a non-issue.
eh
it would be cool to have ally species and other enemy species. Like squirrels or mice for allies and rats and stotes or polecats for enemies. You could get all sorts of forest animals in there. Of course this might be somewhat difficult. Also for a new weapon a sling would be cool or a crossbow. And maybe some new skins like armor. helmits and such. It would also be cool if you could pick things up. Like a rock or something and use it to defend yourself. Heh just thinking out loud.
Re: eh
Stay tuned...champrjk wrote:it would be cool to have ally species and other enemy species. Like squirrels or mice for allies and rats and stotes or polecats for enemies. You could get all sorts of forest animals in there. Of course this might be somewhat difficult. Also for a new weapon a sling would be cool or a crossbow. And maybe some new skins like armor. helmits and such. It would also be cool if you could pick things up. Like a rock or something and use it to defend yourself. Heh just thinking out loud.
eh
oh i also think it would be cool if you could use a glider and fly with it. Or some sort of grappling hook that you can throw up to hook on rocks so you can climb up the rope.
Re: eh
You people are obsessed with gliders O.ochamprjk wrote:oh i also think it would be cool if you could use a glider and fly with it. Or some sort of grappling hook that you can throw up to hook on rocks so you can climb up the rope.
The grappling hook sounds like a cool idea though.
Grappling hook mixed with my rope ideas... would just make the grappling hook a portable rope.
Fasten one end to a window and throw it across the way for instant zip-line . Or just go hand-over-hand if you have no cloth.
I'm just not in a suggestion-giving mood right now so I'll go blow stuff up in OFP:R
Fasten one end to a window and throw it across the way for instant zip-line . Or just go hand-over-hand if you have no cloth.
I'm just not in a suggestion-giving mood right now so I'll go blow stuff up in OFP:R