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Pre-beta features: Difference between revisions

m
showing all cited blood images inline instead of linking to them; a little new commentary on them
(amplification on the "neural net"; found one reference to water physics)
m (showing all cited blood images inline instead of linking to them; a little new commentary on them)
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==Blood, shadows, and bullet marks==
==Blood, shadows, and bullet marks==
[[Image:Pre-beta_blood.jpg]]
{|
| align="center" colspan="2" | [[Image:Pre-beta_blood.jpg]]
|-
|[[Image:1999_Trailer_-_MP_arena_2-24.jpg|320px]]
|[[Image:Vago9.jpg|320px]]
|-
|[[Image:Genesis_Level3_12.jpg|320px]]
|[[Image:Genesis_Level3_5.jpg|320px]]
|}


These real-time stencil effects could build in intensity, as seen above 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]].
These real-time stencil effects could build in intensity, as seen above where the burn effects are darker where Konoko continues to shoot the wall, as well the blood. The appearance of blood changed a fair amount over time, sometimes appearing fainter as in image 2 or sharper-edged and brighter in color, as seen in image 3.


One can see the system in motion 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 spraying onto the floor. Another shot with real-time shadowing is found at [https://www.youtube.com/watch?v=rW4w_7GRUPE#t=1m14s 1:14].
One can see the system in motion 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 spraying onto the floor. Another shot with real-time shadowing is found at [https://www.youtube.com/watch?v=rW4w_7GRUPE#t=1m14s 1:14].


The resolution of these dynamic shading effects was quite low, so possibly Bungie West was dissatisfied with its appearance. The system also seemed to have trouble crossing polygon boundaries, as seen on the floors in <u>[[:Image:Genesis_Level3_12.jpg|these]]</u> <u>[[:Image:Genesis_Level3_5.jpg|two]]</u> screenshots and elsewhere. By the [[wp:E3|E3]] of May 2000, blood had been removed from publicly demoed builds. Matt Soell [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3519 said that] this was in order to re-work the effect: "Along with the marks left by bullets, blood will look much better than it used to." Bungie eventually settled for a generic round texture for character shadows and various stencil textures for the weapons' impact effects. The blood effect was totally removed.
The resolution of these dynamic shading effects was quite low, so possibly Bungie West was dissatisfied with its appearance. The system also seemed to have trouble crossing polygon boundaries, as seen on the floors in images 4 and 5, and elsewhere. By the [[wp:E3|E3]] of May 2000, blood had been removed from publicly demoed builds. Matt Soell [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3519 said that] this was in order to re-work the effect: "Along with the marks left by bullets, blood will look much better than it used to." Bungie eventually settled for a generic round texture for character shadows and various stencil textures for the weapons' impact effects. The blood effect was totally removed.


[http://carnage.bungie.org/oniforum/oni.forum.pl?read=6559 The explanation] for the cutting of blood was not technical limitations, but rather that it interfered with the hit flashes that players needed as cues in a melee fight, and also to avoid a Mature rating from the [[wp:Entertainment Software Rating Board|ESRB]] (and the equivalent bodies outside North America). Animated blood would have gotten Oni an "M" rating and limited the number of younger players who were allowed to buy or play the game. This was the first time that Bungie shied away from putting blood in their games, and the Marathon and Myth games had received "M" ratings, so this was a controversial decision among some fans. It's possible that Oni's new owners, Take-Two Interactive, had a different philosophy on realistic violence vs. marketability.
[http://carnage.bungie.org/oniforum/oni.forum.pl?read=6559 The explanation] for the cutting of blood was not technical limitations, but rather that it interfered with the hit flashes that players needed as cues in a melee fight, and also to avoid a Mature rating from the [[wp:Entertainment Software Rating Board|ESRB]] (and the equivalent bodies outside North America). Animated blood would have gotten Oni an "M" rating and limited the number of younger players who were allowed to buy or play the game. This was the first time that Bungie shied away from putting blood in their games, and the Marathon and Myth games had received "M" ratings, so this was a controversial decision among some fans. It's possible that Oni's new owners, Take-Two Interactive, had a different philosophy on realistic violence vs. marketability.