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edits
(added movable furniture and more details on the AI(1) system per a quote I just remembered; pasted the quote in here as an HTML comment so I don't lose it again, but I really want to find a URL for it so I can cite it directly as a source) |
m (reiterated at end of Lightmapping section what replaced lightmaps, added source suggesting that they were still calculating radiosity to get vertex colors (which a look at the tool code supports)) |
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Perhaps one of the most striking before/after shots illustrating the effect that lightmapping could have had on the game is found in the Musashi lobby. The wall in the lobby area down to Konoko's right used to have illumination from two point lights on the wall, and what appears to be dappled light filtering through the glass windows at the entrance. Now we simply have | Perhaps one of the most striking before/after shots illustrating the effect that lightmapping could have had on the game is found in the Musashi lobby. The wall in the lobby area down to Konoko's right used to have illumination from two point lights on the wall, and what appears to be dappled light filtering through the glass windows at the entrance. Now we simply have box models for light fixtures with lens flare sprites slapped on top of them, and no light being cast on the wall. | ||
This is because, in the final game, lightmap textures were replaced by vertex coloring. The values for the colors were apparently still based on the calculated radiosity solutions, going from [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4626 this post] by Chris Butcher. However, because vertex coloring can only have as much detail as the number of polygons making up the environment, the lighting is far cruder. Even the vertex coloring doesn't seem to be used to the fullest extent possible, and the shadows it produces sometimes seems illogical or inaccurate. | |||
==Rigid body physics== | ==Rigid body physics== |