Pre-beta features: Difference between revisions

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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.
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 [http://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 [http://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.


All of these dynamic shading effects were quite blocky, so apparently Bungie West couldn't pull it off at a high-enough resolution on computers of the time. The system also seemed to have trouble crossing polygon boundaries, as seen on the floors of [[:Image:Genesis_Level3_12.jpg|these]] [[:Image:Genesis_Level3_5.jpg|two]] shots and elsewhere. At some point after the above screenshot was taken, and before the E3 of May 2000, blood was 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 shadow texture for characters, various textures for the weapons' impact effects, and totally removed blood.
All of these dynamic shading effects were quite blocky, so apparently Bungie West couldn't pull it off at a high-enough resolution on computers of the time. The system also seemed to have trouble crossing polygon boundaries, as seen on the floors of [[:Image:Genesis_Level3_12.jpg|these]] [[:Image:Genesis_Level3_5.jpg|two]] shots and elsewhere. At some point after the above screenshot was taken, and before the E3 of May 2000, blood was 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 shadow texture for characters, various textures for the weapons' impact effects, and totally removed blood.