Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)
Its he high poly, so 2.5 million.
Rage uses one texture for the level load, its called a "mega texture". That means that every single object in the world, every surface, every POLYGON has its OWN UV space. Thats amazing because it means that you can create a world packed full of objects, and have zero tiling, even on multiple copies of the same thing, like a wall full of paint cans, they could all be different.
The problem is, they are HUGE files. Uncompressed Rage is like, 1tb worth of data... So they have to compress the textures down a **** load.
In Reply To:
Hell_Diguner 7hours 23mins ago replied:
"Could somebody explain to me why people seem to think Rage is a graphically spectacular game? Because I just don't see anything special in that department."
Because Mega Texture allows the entire world, and every object in it, to have its own UV space. Unless you are a texture artist you won't understand why thats so awesome. Of course, its far, far too early to be using it, so things like dynamic lighting are out, plus as you can see it takes up that much space it has a seriously reduced resolution... But in a few years time, it will look THE ****.
Render...? Its ingame. And theres no POM in that screenshot.
And with one coder and one full time artist, no mappers and nobody else helping at this moment except sn1pe with a few animations, its gonna take a bit longer.
We can only do so much, sadly. ATM, its like 90% of the workload is on Nicolas and I, and thats a LOT. We could do with more hands.
Because DNF holds a patent on taunts... That we had... 2 years ago...
I really can't stand people like you. If everything isn't 100% a new idea, then its a copy, and of course, copying is bad, right? Because it doesn't matter if an idea is good, if its not original, its bad by default.
I really wouldn't play any Call Of Duty title if I was you. You just may **** your kegs...
Its a high polygon sculpting tool.
MOAR!! MUST MAEK MOAR!!!!!1312
Even more so when its all the same model... Dingle bert...
Sorry guys that second vid will have to wait until likely Tuesday. I'm going to Munich for Oktoberfest now, and won't get chance to do much in the way of pimping. I was hoping to have it up, but the build got delayed. Just means it will be more complete when I get the video done.
Displacement mapping uses actual geo to deform the surface, meaning that you end up with a sub-devisied mesh rather than a flat surface, which while nice, is a) slow and b) creates under certain circumstances odd colision if not handled in the right way. This always remains a simple flat surface, 2 polygons in this case, no matter what.
As for the fall back to lower quality options question, yes, we fall back to lower qualitity options like Penumbra, including of course "off". As we always say, everything in OD has various graphical qualaity settings, which means you can run the game in its highest or with everything disabled (To a certain point... Cheating etc comes into play here).
"Toodle pipski". I'm British. And a massive Red Dwarf nerd.
They are 1024x1024, only a few terrain materials for tiling are 2048x.
Larger than normal mapping of course, but the beauty of OD is that we run specific paths and settings for everything and don't skimp out on optional extras, which means this can be enabled/disabled and tweaked in quality with no hassle. The performance drop is no worse than it is in any other title/application, however it is worse than relief mapping as its a LOT nicer.
Also, heres the texture flats to see how these things are created, just incase people may be interested:
Yeah, its just a fancy shader, and you can see a lot of flaws with it when you don't use it correctly. That second pic I posted is chock full of them, but thats because of the settings I was using at the time, which is sorted now.
Its a selectable head, one of like, 20 odd or something. Don't like it, pick another head to go with one of five classes on the human side...?
The point is, you don't need to know everything, all the time, and if you do, chances are you already know it. Making a HUD is like making love to a beautiful woman, sometimes you only need to know the breasts are there when you are down below, it doesn't mean you have to see them at the same time.
I like to think of us as tripple C devs, Cool, Constipated and... Erm... Cabbage.
Anyway, this isn't exactly final. Theres rain droplets that appear on the screen (Which is a real time lit model in the background, not a picture) and the UI elements (Such as the ones on the left here) are all on a slanted surface meaning that it isn't straight on. They also do "something" cool when you change from one UI to the next, but I won't say what yet ;)
Perks were added ages ago. UNLIMITED SPRINT AND NO RECOIL FTW*!!!
I was gonna photoshop Leonardo Dicaprio's face on him, but thought naaah, it would clash with the goggles...
Hahaha, I never even noticed that :P Picky, picky :P
Because we grew up in the golden age of PC gaming where mods were decent and fun, and people didn't try to rape you with DLC...? :p
In classic "TBG" style, we actually had it all planned out before Brink even came onto the scene, but obviously now we have been over shadowed :( There won't be wall running, but you can count on everything else (And much, much more!)
King Kong actualy had a fantasic HUD, in that you didn't have one. The way you had to actually check the ammo count was pretty amazing. The trouble was, it was stuck in a **** poor game that was made in about 4 weeks... So nobody cared. Plus it was too hard for average Joe to come along and have to press a button to check the ammo.
Like I said, few and VERY far between.
Why would you need to sketch out classes when they are all already completed?
As I said before, we don't "hire". We are an indie game dev that works for free, nobody is paid on our team. Also as I said before, we are looking for high quality concept artists that can do close up detail rather than rough blocking, and from multiple perspectives. i.e. what you show isn't really what we can use, as its just a rough shape.
In a multiplayer only title...? No, we don't :p
Yup, like I said its a totally situational thing, sometimes you cna get away with it, other times it just gets in the way. I think OverDose will have a crosshair when not in combat simply for the reasons of it being a FPS title, but it can still be disabled by the user, as can any seperate HUD element in the game.