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Game analysis : Zelda Wind Waker #413833
12/18/12 20:57
12/18/12 20:57
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
A great informative post on 3D techniques and tips of Zelda Wind Waker on Gamecube.

Perhaps some people will find usefull tips to make such graphics for PC or mobile ?

Zelda wind Waker 3D

Re: Game analysis : Zelda Wind Waker [Re: ratchet] #413834
12/18/12 21:13
12/18/12 21:13
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Nice find!
For a week or two I am currently watching a 100% Wind Waker Let's Play and I love it. I think it's one of the most beautiful games ever made. <3


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Re: Game analysis : Zelda Wind Waker [Re: Superku] #413957
12/20/12 10:12
12/20/12 10:12
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Posts: 2,252
Nice. You should have posted that into the papers thread though.

Re: Game analysis : Zelda Wind Waker [Re: Hummel] #413971
12/20/12 14:12
12/20/12 14:12
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Posts: 6,904
There are some great findings shown. Not all things are completely suprising, though. What I liked most is the faked HDR-tone mapping while staring in the sun and the polygon-stars in the sky. Brilliantly simple. But I doubt that this looks right in non-toon-shaded scenarios.




Re: Game analysis : Zelda Wind Waker [Re: HeelX] #413976
12/20/12 16:32
12/20/12 16:32
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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The IKs and cloth-physics are my favorites. Noticed them during my last play through attempt for the first time.

Re: Game analysis : Zelda Wind Waker [Re: Hummel] #414102
12/23/12 01:43
12/23/12 01:43
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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This is getting interesting. I played Mario Kart Wii today and they use only vertex data to light the scene. On some tracks there are partial shadowmaps (like Maple Treeway). Everything looks very smooth and you might think of a lightmap, but for example, in the cave of the retro track Sherbet Island you can see on one wall which has very few polygons a spot from a lightsource that looks very "polygonal".

It is really interesting to find AAA games that use vertex lighting. Sure, the weak Wii hardware doesn't allow expensive stuff (the GPU has only 3 MB - three!! and RAM is about 64 MB) and requires efficient solutions. -- But my question is if vertex lighting together with a grayscale shadowmap wouldn't be a valid choice for a modern (PC) game? What do you think?

Last edited by HeelX; 12/23/12 01:44.
Re: Game analysis : Zelda Wind Waker [Re: HeelX] #414127
12/23/12 15:50
12/23/12 15:50
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Posts: 3,208
Germany
It may very well be, at least if your graphics style is somewhat similar to Mario Kart's, that is to say, very smooth, very colorful, very bright. Or perhaps it only works well in racing games, where you don't spend long looking at a scene (though, well, to my eyes, the game still looks good if I stop my Kart, so perhaps not)

I tried to find a screenshot of sherbet Island, and the best I saw was this: click!
You can see in the upper left corner what apepars to be a "bright triangle", which I suppose supports your theory laugh


I'm not too versed in these technicalities, but I find the discussions interesting. Consider this an encouragement to all the smart people out there who are able to add something to this laugh


Perhaps this post will get me points for originality at least.

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