User talk:Neo: Difference between revisions

1,844 bytes added ,  21 October 2008
response to 'scen; moving texture talk around; time to delete some talk here ^_^
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(response to 'scen; moving texture talk around; time to delete some talk here ^_^)
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[[User:Neo|Neo]]
[[User:Neo|Neo]]


Hey Ed, remember that patch for larger textures that didn't work on Mac? Try doing it again and additionally change the following bytes:
  0x12200AF: replace 0x06 with 0x16 for 512x512 (or 0x46 for 1024x1024)
  0x12200B3: same as above
If 0x16 (0x46) fails try with 0x17 (0x47).
[[User:Neo|Neo]]


Interesting, I had no idea the object shadows were decals. But then, what determined their placement? Is it fixed as part of the level data, or based on some calculation?
Interesting, I had no idea the object shadows were decals. But then, what determined their placement? Is it fixed as part of the level data, or based on some calculation?
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:::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>
:::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)
:::--[[User:Iritscen|Iritscen]] 18:01, 21 October 2008 (CEST)
::::Maybe you should have provided a screenshot for "question 2", because at this moment neither I nor Neo have a clear idea of what precise crappy shadow you're looking at. Same for Marathon's lighting: what is so elaborate about it, really? If it's flawless, it's only because the geometry (and lighting) of Marathon levels is much more primitive than what we have in Oni, IMHO. As far as I can tell, it's the same flat shading as in Doom/DarkForces/DukeNukem3D/whatever (with amounts of lighting defined per polygon, not per vertex).
::::As for "question 1", you can call those character shadows shadow-mapped if you want, but as far as I can tell they have nothing to do with textures and UVs generated at runtime (which is what shadow mapping is about). To me, it definitely looks like the sphere tree of the character is projected downwards onto a grid, and the grid squares are then shaded with decals placed at fixed positions, switched on and off. The alpha amount of the squares is apparently not proportional to the amount of overlap: this allows for an evenly shaded interior, but the edge is fuzzy. The grid is quite coarse throughout the trailer, but it is much finer in the multiplayer arena at 1:37, for example: in that scene you can also see that since the projection is that of an upright sphere tree, for increasingly fine grids the shadow will look more and more like a circle. In that sense, the single dynamic decal that we have now is a consistent improvement over whatever those "shadow maps" were: it looks just like a super-high-resolution "shadow map", only smoother. Also note that the Iron Demon doesn't have a shadow at all in that trailer, so whatever shadow map was being computed from its sphere tree, it probably sucked.
:::::[[User:Geyser|geyser]] 19:19, 21 October 2008 (CEST)
----
==Large textures==
Hey Ed, remember that patch for larger textures that didn't work on Mac? Try doing it again and additionally change the following bytes:
  0x12200AF: replace 0x06 with 0x16 for 512x512 (or 0x46 for 1024x1024)
  0x12200B3: same as above
If 0x16 (0x46) fails try with 0x17 (0x47).
:[[User:Neo|Neo]]


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)


I just want to thank Neo and geyser for the work they've done on the Mac side, it doesn't really benefit you guys and yet you still help us out. Many thanks! --[[User:Iritscen|Iritscen]] 18:11, 21 October 2008 (CEST)
I just want to thank Neo and geyser for the work they've done on the Mac side, it doesn't really benefit you guys and yet you still help us out. Many thanks! --[[User:Iritscen|Iritscen]] 18:11, 21 October 2008 (CEST)