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These real-time stencil effects could build in intensity, as seen in image 1 where the burn effects are darker where Konoko continues to shoot the wall. The blood in images 1 and 2 also seems "thicker" in some places. 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. | These real-time stencil effects could build in intensity, as seen in image 1 where the burn effects are darker where Konoko continues to shoot the wall. The blood in images 1 and 2 also seems "thicker" in some places. 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. | 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. Konoko's shadow on the catwalk is also real-time at [https://www.youtube.com/watch?v=rW4w_7GRUPE#t=1m14s 1:14]. An extended shot at [https://www.youtube.com/watch?v=rW4w_7GRUPE#t=1m40s 1:40] shows the shadows generated by Konoko and her ninja opponent. | ||
The resolution of these dynamic shading effects was quite low, so possibly Bungie West was dissatisfied with their 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 fixed stencil textures for the various 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 their 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 fixed stencil textures for the various weapons' impact effects. The blood effect was totally removed. |