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==Blood, shadows, and bullet marks== | ==Blood, shadows, and bullet marks== | ||
[[Image:Pre-beta_blood.jpg]]<br | [[Image:Pre-beta_blood.jpg]]<br> | ||
You'll notice that the blood on the floor and the burn effects on the wall are quite blocky in this screenshot, and also could "stack", as seen where the burn effects are darker where Konoko continues to shoot the wall, as well as with the blood seen [[:Image:1999_Trailer_-_MP_arena_2-24.jpg|HERE]]. This was a real-time system for overlaying effects on the geometry | You'll notice that the blood on the floor and the burn effects on the wall are quite blocky in this screenshot, and also could "stack", as seen where the burn effects are darker where Konoko continues to shoot the wall, as well as with the blood seen [[:Image:1999_Trailer_-_MP_arena_2-24.jpg|HERE]]. This was a real-time system for overlaying effects on the geometry – basically a stenciling system, but one that filled in spots on a grid rather than using textures. | ||
Since the same system was being used for shadows as for blood, one can see the system in motion, for instance at [https://www.youtube.com/watch?v=rW4w_7GRUPE#t=0m53s 0:53] in the 1999 trailer where Konoko's shadow appears as she lands, and morphs along with her movements; as she shoots an enemy, small droplets of blood can be seen exiting his body and hitting the floor, speckling it with red. Another extended shot of real-time shadowing is found starting at [https://www.youtube.com/watch?v=rW4w_7GRUPE#t=1m14s 1:14] in the trailer. | Since the same system was being used for shadows as for blood, one can see the system in motion, for instance at [https://www.youtube.com/watch?v=rW4w_7GRUPE#t=0m53s 0:53] in the 1999 trailer where Konoko's shadow appears as she lands, and morphs along with her movements; as she shoots an enemy, small droplets of blood can be seen exiting his body and hitting the floor, speckling it with red. Another extended shot of real-time shadowing is found starting at [https://www.youtube.com/watch?v=rW4w_7GRUPE#t=1m14s 1:14] in the trailer. | ||
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==Lightmapping== | ==Lightmapping== | ||
[[Image:ManPlant4.JPG| | Oni was originally intended to have detailed lighting produced through radiosity, as mentioned in Oni's [[Oni/Positioning|positioning statement]]. An outside program would be used to pre-calculate detailed lighting solutions which Bungie West would then export as lightmap textures. These textures would be displayed on surfaces in-game via [[OpenGL]] multitexturing. Below, the smoothly-shaded spotlights you see on the walls could not be done through the game's current shading system, which uses vertex coloring (at least, not without subdividing the walls into a ridiculous number of vertices). | ||
[[Image:ManPlant14.jpg]]<br> | |||
Here's a before/after of an area from Musashi Manufacturing (click images to enlarge). In the original version of this area, the lights actually serve a purpose, and the light and shadow give a greater sense of volume to the space. | |||
{| | |||
!1999 | |||
!2001 | |||
|- | |||
|[[Image:ManPlant11.JPG|320px]] | |||
|[[Image:Ch. 2 dynamo room.jpg|320px]] | |||
|} | |||
Below are a couple test images that were probably generated in-game: | |||
{| | |||
|- | |||
|[[Image:ManPlant4.JPG|320px]] | |||
|[[Image:ManPlant3.JPG|320px]] | |||
|} | |||
It may be hard to believe that this imagery came from Oni's engine, but the jaggies on polygonal edges mean that it is unlikely to be a product of the 3D Studio Max renderer like [[:Image:TCTF0.jpg|this anti-aliased rendering]] is, and if one looks closely (click the pictures to view them full-size), blockiness is evident in some shadows due to limitations on the resolution of lightmaps. Up close, it would be much more noticeable, as in [[:Image:ManPlant2.JPG|this image]] (note the shadow on the pipe leading down to the tank). | |||
Perhaps one of the most striking before-after shots illustrating the effect lightmapping had on the game is found in the Man. Plant lobby: | Perhaps one of the most striking before-after shots illustrating the effect lightmapping had on the game is found in the Man. Plant lobby: | ||
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|} | |} | ||
The wall in the lobby down to Konoko's right used to have illumination from two point lights on the wall, as well as some sort of dappled light which seems to be coming through the glass windows at the entrance. Now we simply have rectangles for light fixtures, with lens flare sprites slapped on top of them, and no light falling on the wall. | The wall in the lobby down to Konoko's right used to have illumination from two point lights on the wall, as well as some sort of dappled light which seems to be coming through the glass windows at the entrance. Now we simply have rectangles for light fixtures, with lens flare sprites slapped on top of them, and no light falling on the wall. Even the vertex shading that replaced lightmapping in retail Oni doesn't seem to be used to the fullest extent possible. | ||
==Rigid body physics== | ==Rigid body physics== | ||
[[ | [[wp:Rigid body dynamics|Rigid body physics]], promised in Oni's [[Oni/Positioning|positioning statement]], more often referred to by fans using plain-English terms like "kickable chairs", were promised for much of Oni's development, but all furniture in the game is now static. Modders have uncovered the fact that there is code present in Oni for movable objects, although the collision is unpolished. Watch Konoko play with [https://www.youtube.com/watch?v=LUmmLTjSaqQ spheres] and [https://www.youtube.com/watch?v=Te9yKA4UR18 cubes]. You'll notice that the cubes (indeed, any movable objects) are treated as spheres by the collision code. | ||
==Inverse kinematics== | ==Inverse kinematics== | ||
[[ | [[wp:Inverse kinematics|IK]], also promised in Oni's [[Oni/Positioning|positioning statement]], was apparently planned in order to make possible certain complex melee, like disarm moves. It was removed when BWest found a simpler solution, as explained by Bungie spokesman Matt Soell [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4166 here]. | ||
[[Category:Oni history]] | [[Category:Oni history]] |