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User talk:Neo: Difference between revisions

1,018 bytes added ,  21 October 2008
response to geyser
(awesome 1024 textures)
(response to geyser)
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:As for the shadows in the 1999 trailer, they were definitely ingame stuff. Like Iritscen says, they're just vertical projections of the character's body. One solution was to draw a round shadow for every one of the 19 bones, but I think what we see is essentially a set of decals based on the dynamic pathfinding grid. I wouldn't be surprised if those shadows used the same code as the pathfinding algorithms: if the body of a character is detected above a certain grid square, that square is flagged as an obstacle ''and'' a shadow decal is drawn on it. As for why those shadows were scrapped: they're not too distractive in the trailer (which is why I hadn't noticed them until now; honest), but since they're based on an axis-aligned grid, they'd look awful in a lot of situations. I'm glad we have a smooth, round shadow now, not some dark tiles flashing in and out as we move.
:As for the shadows in the 1999 trailer, they were definitely ingame stuff. Like Iritscen says, they're just vertical projections of the character's body. One solution was to draw a round shadow for every one of the 19 bones, but I think what we see is essentially a set of decals based on the dynamic pathfinding grid. I wouldn't be surprised if those shadows used the same code as the pathfinding algorithms: if the body of a character is detected above a certain grid square, that square is flagged as an obstacle ''and'' a shadow decal is drawn on it. As for why those shadows were scrapped: they're not too distractive in the trailer (which is why I hadn't noticed them until now; honest), but since they're based on an axis-aligned grid, they'd look awful in a lot of situations. I'm glad we have a smooth, round shadow now, not some dark tiles flashing in and out as we move.
::[[User:Geyser|geyser]] 17:12, 21 October 2008 (CEST)
::[[User:Geyser|geyser]] 17:12, 21 October 2008 (CEST)
:::Thanks, geyser, that was indeed what I was asking about in question 2, shadows on objects like crates. Your answer makes sense, as to why the shadows are so crappy ^_^. Strange that Oni's lighting system seems so much more primitive than Marathon's from 7 years earlier.
:::Just an FYI on the real-time shadow topic: it looks like they were using shadow mapping, which as far as I understand, is the generation of a new texture that overlays a surface. That texture, until recent advancements in processor speed, needed to be very low-res, which is why the trailer shadows look like a collection of fuzzy squares; it's because it's a very "blown-up" texture. It's true that is doesn't seem to add much to the game (esp. versus the CPU cost it must have meant), but human shadows are basically round blobs anyway at that angle so the current "spot decal" shadows make little difference; imagine what it would have done for the Iron Demon, though....<br>
:::--[[User:Iritscen|Iritscen]] 18:01, 21 October 2008 (CEST)


Delorean in 1024x1024 glory:
Delorean in 1024x1024 glory:
http://edt.oni2.net/images/LGTexdelorean.jpg
http://edt.oni2.net/images/LGTexdelorean.jpg
[[User:EdT|EdT]] 17:53, 21 October 2008 (CEST)
[[User:EdT|EdT]] 17:53, 21 October 2008 (CEST)