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Re: World Editor from id-Tech5 [Re: TWO] #217229
07/22/08 05:42
07/22/08 05:42
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
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Machinery_Frank  Offline OP
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: TWO
Frank, it's not very obvious to a software engineer like me what's so special about the editor. To me it seems only the megatexturing and this sprite/stamp management.

But all in all the editor looks quite cool xD


Yes. This is true. But exactly these 2 features are amazing for many arists around the world. You have totally freedom to paint whatever you want at the terrain, not only 3 or 4 textures. You can add individual skid marks, swards, pebble or any traces of destruction. You can approximate reality even more.

They just threw some more constraints away to allow another degree of freedom.

And to tell it with simple words: It is like a paint program but in 3d.


Models, Textures and Games from Dexsoft
Re: World Editor from id-Tech5 [Re: Machinery_Frank] #217264
07/22/08 11:43
07/22/08 11:43
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

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TWO  Offline

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T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
Ah I see, thanks for the explanation! I once tried to implement texture lod/megatexture in OGRE, but the task when to load what piece of the file(s) killed my try. Maybe I'll try again when I got a DCC pipeline with an editor running smile

I'm keen on seeing what this new techniques will look like in a real game. But in the meantime, I first need to buy up-to-date hardware wink

Re: World Editor from id-Tech5 [Re: TWO] #217265
07/22/08 11:49
07/22/08 11:49
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
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Machinery_Frank  Offline OP
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I think these kind of technologies work better with multi-threading. So you need a multi-core cpu for that. The latest game consoles already have such hardware and many pc-users as well. The multi-core is needed for constant streaming of data in another thread. In the case of id-Software some kind of de-compression also happens then.

But if you check Quake-Wars then you already can see this in real games. And it even runs on single core hardware. They probably use it very smart with medium sized textures there.

Background streaming is a part of all modern engines now. You can see it in Bioshock (Unreal3) if you watch at textures right after a level starts. Often they are lowres and become sharper after a while.

Indie Engines like Unity3d already use it. C4 engine is getting such a feature for the upcoming terrain system.


Models, Textures and Games from Dexsoft
Re: World Editor from id-Tech5 [Re: Machinery_Frank] #217414
07/23/08 00:17
07/23/08 00:17
Joined: Apr 2008
Posts: 91
Canada
DC9 Offline
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DC9  Offline
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Joined: Apr 2008
Posts: 91
Canada
Originally Posted By: Machinery_Frank
... But if you check Quake-Wars then you already can see this in real games. And it even runs on single core hardware. They probably use it very smart with medium sized textures there ...


The megatextures in ET:QW average around 250 Mb each in file size. The megagen terrain textures are generally 1024x1024 format. Generally, the game does work decent on single-core. I run it on an old Intel 1.8 Mhz CPU.

Level developing is very challenging on the ET:QW engine (Doom derivative). Possibly the Tech5 SDK will be less cumbersome.


DC9
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