MegaTextureâ„¢ rendering technology


(mouseumk) #1

Is it just a ramped up Quake 3 engine, or a sliced up Doom 3 engine? Or … ?


(Nail) #2

According to the press release D3


(mouseumk) #3

Where does it say Doom 3 engine?


(Nail) #4

sry, just read it sober, release mentions D3 but only in context of ID Software, lets say informed opinion


(Salteh) #5

The SD new page says something like “on the amazing doom 3 engine” :slight_smile:


(mouseumk) #6

From the videos it doesn’t appear everything is casting a shadow, or does it?


(Wils) #7

If it doesn’t, it should - everything is supposed to cast shadows, errors notwithstanding.

Some of the footage was captured at ~5am, if it’s any excuse.


(Nail) #8

couldn’t find anything missing a shadow on version I have


(Salteh) #9

something they’re calling the “megatexture.” At first, we thought this was just a gimmicky term dreamed up by some PR guy, but the developers seem pretty excited about it. “For the mile you’ll see to the horizon, the texture you’re standing on is unique from the point where you’re standing right until the very end of the horizon,” says Wedgwood. “That underlying megatexture allows you to affect things like vehicle traction as you move on and off different surfaces, pick up different particles when artillery explosions come flying down, so the level of immersiveness is easier to achieve if you have something like that from John Carmack to start with.”

Megatexture Information :o
( http://pc.gamespy.com/pc/enemy-territory-quake-wars/617055p2.html )


(mouseumk) #10

I was looking at the low quality video, so it’s easy to miss things. Is it using the Doom 3 engine? Is this official?

If so, that’s great news. The 1.2 patch for ROE – seems like unlagged netcode – is quite impressive.


(Nail) #11

When asked if the DOOM 3 engine had been modified much to accommodate the large-scale battles, Wedgwood suggested it had been more of a complete overhaul. Apparently, John Carmack has been working on making improvements to the engine to better support vehicles and large open areas


(EB) #12

January 24th, 2005:

================
To diff. topic:
I do have to say, I think the animation is craftfully done with realistic-modern body language. The S.W.A.T. team style “creep and sweep” action appears to be perfect. :wink:


(fretn) #13

oh you are working in day-night shifts :drink:


(odium) #14

Remember that games that are per pixel lit work like real life. Sometimes when I walk around on a bright sunny day, I have no shadow either. And in a scorching desert where its likely to be very hot, your not going to get pitch black shadows everywhere, either none at all or faint subtle ones most of the time.