http://www.planetquake4.net/download.php?op=fileid&lid=2334
many thanks to the guys for sharing
http://www.planetquake4.net/download.php?op=fileid&lid=2334
many thanks to the guys for sharing
Thanks for the link!
Dl’ing at 380 Kb/sec … yuck its slow(normally get 500-900), gonna take 12 minutes
finished watching, was totally informative and raises desire for more. much more
many thanks to SD for lots of info and many thanks again to planetquake4.net for the high-res video
I’m a little disappointed in that video. Much of what was talked about was said in the previous gameplay video or interviews, and I had a hard time understanding guy #3 from the right(Arnauld or something?).
There were some interesting things though. Seeing the editor and ambient lighting for example, but I really wish someone had asked in depth about Vis. With brute force rendering of the whole map, I’m really interested in tips or tricks used to keep everything smooth… especially since I have been making terrains in Maya that may be worthless without me knowing these things.
Yes, the source file for the MegaTexture is apx. 6 GB. Once it is compiled it will be down to 400-600 MB for each map. When playing the game the MegaTexture will only take up 8 MB of video memory.
There was also something said about using a low quality MegaTexture that could be as low as 60MB, and the option to not use the MegaTexture and map like normal.
They also said that they will be releasing the development textures that they used to create the MegaTextures. I don’t think they’re planning on releasing the source MegaTexture for each map.
Im quite sure those numbers are correct. Somone feel free to correct me if not.
I’m still worried about how the custom maps how are going to be distrubited over the internet? Are we going to have a system where it will automatically download the files from the server? With the new megatextures, maps will be 60MB and up. This is going to be a nightmare for custom maps.
Thanks for the video. A good inside into the team.
Thanks.
I’m still worried about how the custom maps how are going to be distrubited over the internet? Are we going to have a system where it will automatically download the files from the server? With the new megatextures, maps will be 60MB and up
With MegaTexture, maps might need 500mb for just one texture.
I guess the same as Q4 will apply, where you can set a server for downloading. Whether or not an admin wants to setup a server where people can leech 500mb is another question.
Well in that case it’s a bad design fundamental for a multi-player game. I would of thought this was a priority for an entirely based multi-player game.
Looks like this is going to either :
A : Exceed bandwidth on game servers and therefore have no bandwidth left to play the level.
B : Not see any custom maps being played unless everyone has a 10meg connection.
It’s sad because the one of the things I enjoy most is mapping and sure do a lot of other people.
Mappers are certainly not required to use a MegaTexture on their terrain (or even use terrain at all.) They can also compress their custom MegaTextures (using the makeMegaTexture command) more aggressively than the ones we’re shipping with the game, down to a size of 50-60MB or so. This option should give a decent balance between visual quality and download-friendly size.
What size map are we looking at for a 50-60meg texture in comparason to an Enemy Territory map?
Whatever size you want I’d say, just depends on how much detail you want to lose because of compression :).
I’m not sure what size map would look good using a 50-60meg texture, but I’m sure someone else does!
Yep, I’d rethink it twice before downloading a 500MB map.
Btw, the 6 maps which came with ET are still the most played maps. Maybe we won’t need that many custom ones…
For one thing, no sane server op is going to have downloads on if the custom maps they are running use large megatextures. I definately see the very nice feature of downloading maps on the fly disappearing.
However, this may be a good thing.
We never needed map packs with the auto download, but look how successful they have been for Unreal Tournament. Players get the cream of the crop maps regularly in both developer and user made packs. Instead of auto downloading 50 crap ET maps, 50 versions of 50 maps, and 3 good ones, in Quake Wars those crap maps and multiple versions will never make it onto our hard drives. ET takes about 1 minute to load, and I just installed it in a different spot to work with editor and that install takes 3 seconds to start. All those junk maps and versions slow the game at startup.
Map vault type sites will probably also pop up for Quake Wars, giving us another good tool that was unnecessary in ET. I’d much rather see some screenprints, objectives, and user comments on maps before downloading instead of just downloading everything automatically.
If the maps are 500MB then it sucks to be on dialup. I’m hitting 300-900kb/sec here on cable which still will take a bit to download, but its not that bad.
I think we will end up with much fewer maps than were made for ET, but at a much higher quality also.