#11140 posted by dwere on 2014/06/04 17:30:48
Let's also bitch about how Quake maps are slower/harder to build/longer to compile than Doom maps because of all the bullshit innovations.
On A Tangent
#11141 posted by ijed on 2014/06/04 18:22:48
All realistic games suck.
@sock
#11142 posted by killpixel on 2014/06/04 19:43:05
I see your point, and you may be right.
However, I quite liked the (macro) detail and uniqueness of RAGE. It didn't feel like detail overload and the environment always had my attention... of course, that could be because the game had absolutely nothing else to offer.
The idea of greyboxing is to give the level designer total freedom in terms of gameplay. Later, the artist can "make it work", making giant, area specific textures which gives the artist flexibility needed to do that.
So far, my little test is coming out much better than I expected. The mapping is easier, the texturing is easy and it's looking really cool.
I'll post my results in a week or so.
"What's He Ever Done?"
#11143 posted by Lunaran on 2014/06/04 21:57:35
Number of games (non-id & excluding expansion packs) shipped on Quake3 engine licenses, according to Wikipedia: 15
Doom3 engine: 6
Rage engine: 2
Do the Unreal or Crytek engines only support one lighting path? They must, if it's such a brilliant streamline. How about fully virtualized textures and geometry?
Lun
#11144 posted by anonymous user on 2014/06/05 00:49:48
#11145 posted by Lunaran on 2014/06/05 02:56:41
wasn't that video panned as just a play for investment capital?
#11146 posted by - on 2014/06/05 03:54:15
Well, you know, billions of voxels are really just a poor form of compression. What we need are actual digital atoms.
Reality
#11147 posted by Tronyn on 2014/06/05 11:24:03
Seems like a pretty shitty form of compression, although then again we seem to be getting some hints that it's more efficient than we think
"What's He Ever Done"
#11148 posted by quaketree on 2014/06/05 12:05:20
To the best of my knowledge he's never made a level. Carmack is an engine guy. That's not a bad thing or a pejorative statement but as I see it it's not in his toolset to be creative outside of programming. I liken him to the guy who lays rebar, makes forms and pours concrete into them. He makes the foundations that great buildings stand upon, but I wouldn't call him an architect even though the architecture wouldn't stand without him making the foundations that they sit upon.
This line of thought brings to mind some other people. For example Henry Ford made a blanket decision that all of his cars would be painted black. It was a wise decision in that it streamlined the production process but soon enough people were paying extra money to get their cars painted in colors other than black. Ford made the cars but others added color. As I see it Carmack is the Henry Ford of the gaming world.
It Should Be Noted
#11149 posted by dwere on 2014/06/05 12:58:29
"Pure" mapper's perspective is also limited.
"Pure" Mapper's Perspective Is Also Limited.
#11150 posted by quaketree on 2014/06/05 13:19:00
Without a doubt. But I will say that the mapper has to learn the limitations made by the engine so they tend to understand what they can or cannot do. The guy who makes the foundation doesn't always know what will be built upon it so it has to be both robust and flexible. Carmack did that well and I have a lot of respect for what he did. But, his vision was in programming the engine and what it could do, not the levels themselves.
Doom and Quake were both built upon Carmack's engines. What came out of it wasn't Carmacks doing any more than any work of art was made by the people manufacturing the paint, stretching the canvas or quarrying the stone.
I Dunno
#11151 posted by Tronyn on 2014/06/05 13:37:52
I think at some point he made some deliberate decisions relating to what sort of game he wanted to see, including its environments; he seems to have dealt with mappers' requests with impatience. I think he did have a vision of the games and that the limitations of his programming reflected that. The artists worked within his context and that context was certainly not mostly unconscious.
#11152 posted by dwere on 2014/06/05 14:10:58
I understand the analogy somewhat, but I think that creating an innovative engine is a bit different from manufacturing some generic tools for artists. You can't do the former without a slightest idea of what you want to see in a finished product. That's the problem with Carmack's latest efforts - they're too focused on certain goals, and therefore are less flexible.
#11153 posted by JneeraZ on 2014/06/05 15:21:42
Holy hell ... Look, the quote in question is in regards to selling megatexture as an alternative to levels mapped with tiling textures. His point being that all tiling textures are is a form of texture compression - he has a valid point.
I don't know why the argument that Carmack never made a level raised it's head here, but it was never argued that he HAD so we can leave that one outside for now.
Technologically speaking, the quote is correct.
Ask any artist (at least the ones I know) if they'd prefer tiling textures or unique textures and they will almost always choose unique. Tiling textures, however, are more realistic for shipping games but I think that's more of a workflow/storage issue than a visual or aesthetics one.
So if uniquely texturing worlds ever becomes as easy, workflow wise, as applying tiling textures you can bet money that it will become the standard.
Willem Hit The Nail On The Head On All Points Raised
#11154 posted by killpixel on 2014/06/05 21:14:23
Also, unique textures =/= realism.
To me, megatexturing just makes the art (realistic, surreal, cartoony, whatever) more rich and interesting.
Heheh
#11155 posted by ijed on 2014/06/05 21:34:06
To me it justifies a $59.99USD price tag and 50GB of data XD
WIP Plutonia Map
#11156 posted by Breezeep_ on 2014/06/06 22:57:49
[IMG]http://i.imgur.com/IIAMOk7l.png[/IMG]
#11157 posted by Breezeep_ on 2014/06/06 22:57:59
Looks Good
#11159 posted by killpixel on 2014/06/07 02:19:44
makes me want to go on a doom binge
Some Unfinished Business
#11160 posted by negke on 2014/06/08 14:09:42
Ugh
#11161 posted by Drew on 2014/06/08 16:03:08
So good. I remember these... Are they lost forever, or are you advertising that you have the source?
#11162 posted by necros on 2014/06/08 22:58:36
please tell me you will be finishing those, neg!!! i loved them back when he started them and they are still amazing.
#11163 posted by negke on 2014/06/08 23:59:29
I don't have the source. Just stumbled upon the screenshot while searching for a particular video for mocking sock and thought I'd share them for inspiration.
#11162
That implies you still have them!?
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