19,473
edits
(adding rigid body physics and IK, moving blurb from intro down to where it belongs) |
(→Lightmapping: removing example that is not clearly showing lightmapping; making some links pop out more) |
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[[Image:ManPlant4.JPG|640px]] | [[Image:ManPlant4.JPG|640px]] | ||
It may be hard to believe that this image is in-game, but the jaggies on edges mean that it is unlikely to be a product of the 3D Studio Max renderer (like [[:Image:TCTF0.jpg|this]] | It may be hard to believe that this image is in-game, but the jaggies on edges mean that it is unlikely to be a product of the 3D Studio Max renderer (like [[:Image:TCTF0.jpg|this anti-aliased rendering]]), and if one looks closely (click the picture to view it full-size), blockiness is evident in some shadows. Up close, it would be much more noticeable, as in [[:Image:ManPlant2.JPG|this image]], if one looks at the shadow on the metal piece leading down to the tank. Other clear examples of lightmaps can be found in [[:Image:ManPlant14.jpg|this old Musashi area]] and in the [[:Image:ManPlant11.JPG|Musashi dynamo room]] ([[:Image:Ch. 2 dynamo room.jpg|same area now]]). | ||
Perhaps one of the most striking before-after shots illustrating the effect lightmapping had on the game is found in the Man. Plant lobby: | Perhaps one of the most striking before-after shots illustrating the effect lightmapping had on the game is found in the Man. Plant lobby: | ||
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The wall in the lobby down to Konoko's right used to have illumination from two point lights on the wall, as well as some sort of dappled light which seems to be coming through the glass windows at the entrance. Now we simply have rectangles for light fixtures, with lens flare sprites slapped on top of them, and no light falling on the wall. | The wall in the lobby down to Konoko's right used to have illumination from two point lights on the wall, as well as some sort of dappled light which seems to be coming through the glass windows at the entrance. Now we simply have rectangles for light fixtures, with lens flare sprites slapped on top of them, and no light falling on the wall. | ||
When contemplating why lightmaps were removed, it's important to keep in mind that VRAM on graphics cards often ranged from 8-32MB at the time of Oni's release, and RAM was often 32-64MB during the period of Oni's development. Presumably the feature was cut due to the realization that not all players' computers would have enough memory for lightmaps plus textures throughout the large levels Oni is known for. An anecdotal report [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1612 here] from a forum member indicates that Bungie may have had frame rate troubles as well. Lightmapping was replaced by vertex | When contemplating why lightmaps were removed, it's important to keep in mind that VRAM on graphics cards often ranged from 8-32MB at the time of Oni's release, and RAM was often 32-64MB during the period of Oni's development. Presumably the feature was cut due to the realization that not all players' computers would have enough memory for lightmaps plus textures throughout the large levels Oni is known for. An anecdotal report [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1612 here] from a forum member indicates that Bungie may have had frame rate troubles as well. Lightmapping was replaced by vertex shading in the final product. | ||
==Rigid body physics== | ==Rigid body physics== |