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User talk:Neo/Archive4: Difference between revisions

m
link fixes
(so now we have all the old modding talk...)
 
m (link fixes)
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[[User:Gumby|Gumby]] 23:04, 12 September 2008 (CEST)
[[User:Gumby|Gumby]] 23:04, 12 September 2008 (CEST)


http://gumby701.googlepages.com/bomber.wmv
http://sites.google.com/site/gumby701/bomber.wmv


[[User:Gumby|Gumby]] 23:58, 12 September 2008 (CEST)
[[User:Gumby|Gumby]] 23:58, 12 September 2008 (CEST)
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[[User:Gumby|Gumby]] 09:34, 13 September 2008 (CEST)
[[User:Gumby|Gumby]] 09:34, 13 September 2008 (CEST)


:Loser, I oughta slap you around with a large trout for this - '''I reported it repeatedly, even with video proof, but got nothing ("you have to wait, we have more important things to do...").''' - you could at least have linked to [http://oni.bungie.org/community/forum/viewtopic.php?pid=4897#p4897 your report], so that people can see what I ''really'' told you then.
:Loser, I oughta slap you around with a large trout for this - '''I reported it repeatedly, even with video proof, but got nothing ("you have to wait, we have more important things to do...").''' - you could at least have linked to [http://oni.bungie.org/forum/viewtopic.php?pid=4897#p4897 your report], so that people can see what I ''really'' told you then.
:And as for this - '''Hey Neo, can we delete collision stuff at the top of the page? I saved it, so it is not neccessary to leave it here.''' - I oughta slap you with an even larger trout for being so selfish about documentation. Where have you backed up that knowledge? on your own HDD? why, thank you...  
:And as for this - '''Hey Neo, can we delete collision stuff at the top of the page? I saved it, so it is not neccessary to leave it here.''' - I oughta slap you with an even larger trout for being so selfish about documentation. Where have you backed up that knowledge? on your own HDD? why, thank you...  
:And you know what else? maybe then I should club you to death with the mother of all trouts, for deleting important documentation like the [http://loser.oni2.net/Videos/Projectile_dodge_issue.wmv dodge-related "video proof"] from your oni2.net account. It's irresponsible to go deleting stuff like that.
:And you know what else? maybe then I should club you to death with the mother of all trouts, for deleting important documentation like the dodge-related "video proof" (<nowiki>http://loser.oni2.net/Videos/Projectile_dodge_issue.wmv</nowiki>, dead link) from your oni2.net account. It's irresponsible to go deleting stuff like that.
::[[User:Geyser|geyser]] 11:05, 13 September 2008 (CEST)
::[[User:Geyser|geyser]] 11:05, 13 September 2008 (CEST)
:Iritscen, when you say this - '''I know I saw a hack for avoiding the Cell being demoed on YouTube quite some time ago.''' - your "knowledge" is wrong. Look at the video again, then at its end titles, then at the video details and comments: http://www.youtube.com/watch?v=C8zpfiHeR_s
:Iritscen, when you say this - '''I know I saw a hack for avoiding the Cell being demoed on YouTube quite some time ago.''' - your "knowledge" is wrong. Look at the video again, then at its end titles, then at the video details and comments: http://www.youtube.com/watch?v=C8zpfiHeR_s
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Partially fixed the awareness. I need to figure out why the spheres don't move like they are supposed to be doing. I have a feeling once I get them to move around, the  characters will "pay attention" to them better.
Partially fixed the awareness. I need to figure out why the spheres don't move like they are supposed to be doing. I have a feeling once I get them to move around, the  characters will "pay attention" to them better.


http://drop.io/download/48cc75dc/b7052019762bf4f5aa859de9bb6689d9bb5f32c1/b2b104c0-6431-012b-6d03-0012799407ec/167e5950-6432-012b-19f4-f1daf8099b16/aware.wmv
<nowiki>http://drop.io/download/48cc75dc/b7052019762bf4f5aa859de9bb6689d9bb5f32c1/b2b104c0-6431-012b-6d03-0012799407ec/167e5950-6432-012b-19f4-f1daf8099b16/aware.wmv</nowiki> (dead link)


[[User:Gumby|Gumby]] 07:41, 14 September 2008 (CEST)
[[User:Gumby|Gumby]] 07:41, 14 September 2008 (CEST)
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[http://www.paradox.oni2.net/IGSt_bug.zip Minor IGSt bug found.] The import doesn't recognize new lines which comes from "<text> </text>". There're 00 instead of 20 (one per such instance) in the reconverted file.
Minor IGSt bug found (<nowiki>http://www.paradox.oni2.net/IGSt_bug.zip</nowiki>, dead link). The import doesn't recognize new lines which comes from "<text> </text>". There're 00 instead of 20 (one per such instance) in the reconverted file.


[[User:Paradox-01|Paradox-01]] 16:35, 26 September 2008 (CEST)
[[User:Paradox-01|Paradox-01]] 16:35, 26 September 2008 (CEST)
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:::::[[User:Geyser|geyser]] 19:19, 21 October 2008 (CEST)
:::::[[User:Geyser|geyser]] 19:19, 21 October 2008 (CEST)
::::::Not sure we really want an in-depth discussion about this on Neo's talk page, but if you like we can move it to somewhere else; for now I'll respond here, since you asked here...
::::::Not sure we really want an in-depth discussion about this on Neo's talk page, but if you like we can move it to somewhere else; for now I'll respond here, since you asked here...
::::::*"What crappy shadows?" Any of them, pretty much. But if you need visual aids, let me ask you what the heck is going on [http://iritscen.oni2.net/temp/Oni-BadShadows1.jpg here], let me point out that many shadows are of [http://iritscen.oni2.net/temp/Oni-BadShadows2.jpg erratic shadiness and height], and some crates are lacking shadows completely in the back of that last shot. Also, count the things wrong [http://iritscen.oni2.net/temp/Oni-BadShadows3.jpg here]. Finally, Gumby contributed an example the other day: explain why the shadows move [http://iritscen.oni2.net/temp/Oni-BadShadows4.jpg towards the light] if they're not crappy. You yourself already acknowledged that the baked-in shadows were not good, so I can't understand your sudden puzzlement, but there ya go.
::::::*"What crappy shadows?" Any of them, pretty much. But if you need visual aids, let me ask you what the heck is going on [http://iritscen.oni2.net/comp_graphics/Oni-BadShadows2.jpg here], let me point out that many shadows are of [http://iritscen.oni2.net/comp_graphics/Oni-BadShadows1.jpg erratic shadiness and height], and some crates are lacking shadows completely in the back of that last shot. Also, count the things wrong here [Dead link removed. --Iritscen]. Finally, Gumby contributed an example the other day: explain why the shadows move [http://iritscen.oni2.net/comp_graphics/Oni-BadShadows3.jpg towards the light] if they're not crappy. You yourself already acknowledged that the baked-in shadows were not good, so I can't understand your sudden puzzlement, but there ya go.
::::::*"As far as I can tell [etc. etc.]". As far as I can tell, you haven't been looking very hard. If you wanted to be lazy you could have just asked me on YIM for evidence, but I guess I have to take up more space on this page to answer the question you posted here: [http://iritscen.oni2.net/temp/Marathon-GoodShadows1.jpg these lights] [http://iritscen.oni2.net/temp/Marathon-GoodShadows2.jpg are dynamic]. Some lights even flicker in and out, with the expected changes in shadowing. And even though this is from the OpenGL-powered port, they looked exactly the same in 1994 when the game came out. Now, it's true that those are dynamic lights, not dynamic shadows, and they are in a hard-edged style not a softened style, but I just wanted to illustrate how much nicer Marathon's interplay of light and darkness is than Oni's. My question was why Oni couldn't do those sorts of calculations dynamically too. Don't jump all over me.
::::::*"As far as I can tell [etc. etc.]". As far as I can tell, you haven't been looking very hard. If you wanted to be lazy you could have just asked me on YIM for evidence, but I guess I have to take up more space on this page to answer the question you posted here: [http://iritscen.oni2.net/comp_graphics/Marathon-GoodShadows1.jpg these lights] [http://iritscen.oni2.net/comp_graphics/Marathon-GoodShadows2.jpg are dynamic]. Some lights even flicker in and out, with the expected changes in shadowing. And even though this is from the OpenGL-powered port, they looked exactly the same in 1994 when the game came out. Now, it's true that those are dynamic lights, not dynamic shadows, and they are in a hard-edged style not a softened style, but I just wanted to illustrate how much nicer Marathon's interplay of light and darkness is than Oni's. My question was why Oni couldn't do those sorts of calculations dynamically too. Don't jump all over me.
::::::*Re: How the shadow mapping works. We are saying close to the same thing here. I don't dispute/care how the shadows are calculated from the characters' models, I just think they are generated on-the-fly, not being applied as decals. Decals are fixed images stored in a resource file, whereas these look more like shaded boxes being filled in on a grid using vertices (also you called our current shadow spot "dynamic", and it's the opposite, it's static). It would be very non-standard to use static decals for shadow mapping, but whatever. I don't argue Oni would have looked better as it was back then. If we could bring back that technology from within the code (which we probably can't, this is just a hypothetical sentence so don't flip out), then we could probably also increase the grid resolution and make it look nicer; otherwise it is just something I pointed out for the sake of pointing it out. And it's true that the ID didn't have the shadows, that's interesting. But I wouldn't automatically assume it looked crappy just because they didn't show it. Let's go a little easier on the cynicism pedal, now.
::::::*Re: How the shadow mapping works. We are saying close to the same thing here. I don't dispute/care how the shadows are calculated from the characters' models, I just think they are generated on-the-fly, not being applied as decals. Decals are fixed images stored in a resource file, whereas these look more like shaded boxes being filled in on a grid using vertices (also you called our current shadow spot "dynamic", and it's the opposite, it's static). It would be very non-standard to use static decals for shadow mapping, but whatever. I don't argue Oni would have looked better as it was back then. If we could bring back that technology from within the code (which we probably can't, this is just a hypothetical sentence so don't flip out), then we could probably also increase the grid resolution and make it look nicer; otherwise it is just something I pointed out for the sake of pointing it out. And it's true that the ID didn't have the shadows, that's interesting. But I wouldn't automatically assume it looked crappy just because they didn't show it. Let's go a little easier on the cynicism pedal, now.
::::::--[[User:Iritscen|Iritscen]] 21:30, 21 October 2008 (CEST)
::::::--[[User:Iritscen|Iritscen]] 21:30, 21 October 2008 (CEST)