QuakeCon 2006 - An Inside Look at Enemy Territory: Quake War


(mortis) #21

Interesting, thanks for the video!

I noticed that the HUD is freely scaleable (hint - look at console commands on Locki’s console…)…among other things…


(RosOne) #22

Thank RogeR, not me :drink:


(Hakuryu) #23

Great video, and long enough to watch while I was eating cereal for breakfast :stuck_out_tongue:


(jimb0) #24

which commands exactly are you referring to?

personally, I only see g_showhud and ui_showgun, which’s used to turn the hud and the gun view on or off (not to scale) and have been on id software’s games since like quake3+ and are also on d3/q4. it was probably used on locki’s cfg to toggle during the flying mode.


(mortis) #25

I can’t remember exactly where it is, perhaps in the latter 2/3rd of the clip, there is some information in the console about the hud scale, I can’t remember the cvar name, I just spotted it one of the times he was typing in the console. I knew I should have written it down!


(datoo) #26

Awesome! This game is going to take over my life if I let it :frowning: :slight_smile: :frowning:


(gerry) #27

Woulda been nice igf the q&a session at the end of the vid had been included. :frowning:


(GlobalWar) #28

I want the rest of the video!!!

Damn, this like wathing porn without the end :slight_smile:


(madness) #29

RogeR said on irc that it’s coming…but that was long ago :eek3:


#30

Nice :slight_smile: Could someone explain what was said about mexatexture, as I’m nto very good at listening to English :smiley:


(RosOne) #31

Not really what he said, but you’ll get the idea:

What is the MegaTextureâ„¢ rendering technology?

New tech that avoids tiling or repeating thanks to the ability to create one big texture (32000 x 32000 pixels) to cover the whole map. A developer can create a 6GB texture that uses only around 10MB of video memory and around 20MB of system RAM. This texture has also information on what type of ground there is at some place on the map. This results in different behavior of vehicles and players, different sounds or traction on certain parts on the map. All those details are stored in this one huge texture.

EDIT:

Ohh, and Paul said: “It’s a very very big texture” :banana:


(mortis) #32

it’s a 32,000 by 32,000 texture with a comparatively modest triangle count. It is a new technology that moves away from traditional tiled textures. It has an additional tool that speeds and simplifys the application of textures that is based on slope and altitude, and another tool that allows ‘decals’ to be placed in the map. The megatexture can be generated in such a way that rocky mountains give way to jumbled slopes that give way to grassy foothills that give way to a swampy lowland, for instance.


(madness) #33

gameplay clips @ IGN

http://media.pc.ign.com/media/748/748377/vids_1.html


(jjpron) #34

AWESOME effing video.
But how come those 2 weren’t jumping up and down with sweaty armpits yelling “Developers! Developers! Developers!”?
I thought that’s the best way to promote your product:)

Awesome, once again, SD and id are doing a great job with this game, and this sort of media is greately appreciated.


(Rhoades) #35

its a giant texture.


(Rhoades) #36

noiiice. 2 rockets and a hornet is done


(RosOne) #37

Same videos but at 640x480

:drink:


(JamieL) #38

Dudes. I am lovin all these new footages… Keep em comin :rocker2:


(Nail) #39

glad to see that when you’re constructing, game says who’s doing it, also seems ppl can vote on commanding vehicles as well


(gerry) #40

Assault rifle seemed to do a lot of damage to that vehicle in a pretty short amount of time. Have to say though i liked the “give consent” thing to let another guy stay in your vehicle, im asuming you select no and they get kicked out.