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Thread: High-Resolution-Halo

  1. #451
    The Silent Photographer Zeph's Avatar
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    Re: High-Resolution-Halo

    Quote Originally Posted by DaneO'Roo View Post
    Are you feeling dizzy or something Zeph?

    I could have just sworn you said the only difference between the Unreal Engine 3 and the Blam! engine, is universal normal mapping. Odd.

    I'm talking about over all stability, MASSIVE shader improvements, incredible lighting and atmosphere capabilities, and the ability to bring out the best in everything, rather than conforming to multi maps and small poly counts.
    If you guys wanna get somewhere in the industry, you need to start working with industry current tools. The unreal Engine holds alot of the market too, it'd be good to learn and this would be a prime excuse to do so.

    Sure you can do it in CE, but who is going to want to play a hi res map on an old outdated engine, getting rougly 15 - 30 fps?
    No, I'm just expressing my huge disliking of Unreal and pointing out that its development pipeline is counterproductive to the methods and pipeline used for CE. I've had to work with UT2004 for the past year and it's driven me to the point of changing my major/concentration just to keep from having to deal with that engine anymore. The school is having us work with Unreal 3 now, and to be honest the improvements over UT2k4 dont make it any more appealing to me.

    Working with top of the line tools isn't necessarily something you need to do in order to get anything. Illustrating that you can complete the entire process of developing something on any platform is what's desired. With the outsourcing of positions, that's even more critical as you'll most likely end up drawing pretty pictures to give low-salary foreigners an idea of what to make.

    Plenty of people will want to play a "hi res map on an old outdated engine, getting rougly 15 - 30 fps". First off, if you're only getting 15-30 frames per second off HRH stuff, you're running shit hardware. I have a debug version of the NMC remake with a shitload of extra stuff and my fps never dipped below my refresh rate of 60 at 1920x1200 on max settings. I prefer to see high quality content on old engines because it looks amazing. I know it would look even better given a full time job and new unreleased development tools. Some of the stuff you see spitting out in Unreal 3 isn't actually that great at showcasing talent because the engine will do a lot to help the user make things look decent. It also works as a good benchmark when you compare assets the game came from to the new content.
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  2. #452
    am I an oldfag yet? Heathen's Avatar
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    Re: High-Resolution-Halo

    Quote Originally Posted by Mr. Ifafudafi View Post
    *raises hand*

    I don't think this is designed specifically to be a remake of Halo, but rather pushing the Blam! engine to its limits to show just what original Halo can look and play like. Which is fine with me.
    I gotta agree.
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  3. #453
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: High-Resolution-Halo

    Quote Originally Posted by Zeph View Post
    I prefer to see high quality content on old engines because it looks amazing.
    This.

    I can guarantee that Wave's warthog model is much more complex and intricate than Bungie's Halo 3 warthog model, and that's because models in Blam don't rely on normal maps to give detail.

    While normal maps can add detail to an optimized model at first glance, which is great for gaming since you don't really care about the scratches on the bumper when you're running people over with the car, if you get up close, the illusion disappears, especially if the n-map is low-res. Bumps in an n-mapped model don't really have hard edges, and as a result, some things look more like toys.

    Wave is doing what Sunny is doing and expanding on the art instead of the gameplay, pushing the engine to its limits to deliver beautiful visuals that, quite frankly, nobody else can be assed to do.

    As long as he feels as such, this isn't wasted effort, and there's no reason he should bring it to another engine; it defeats the purpose.
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  4. #454

    Re: High-Resolution-Halo

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  5. #455
    am I an oldfag yet? Heathen's Avatar
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    Re: High-Resolution-Halo

    Talk about that warthog model makes me giddy.
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  6. #456
    I LOVE mint tea! Bad Waffle's Avatar
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    Re: High-Resolution-Halo

    Quote Originally Posted by Choking Victim View Post
    I think the point of the mod was to make an older engine look high res. If you put it on the Unreal engine it kind of defeats the whole purpose...
    Quote Originally Posted by p0lar_bear View Post
    This.

    I can guarantee that Wave's warthog model is much more complex and intricate than Bungie's Halo 3 warthog model, and that's because models in Blam don't rely on normal maps to give detail.

    While normal maps can add detail to an optimized model at first glance, which is great for gaming since you don't really care about the scratches on the bumper when you're running people over with the car, if you get up close, the illusion disappears, especially if the n-map is low-res. Bumps in an n-mapped model don't really have hard edges, and as a result, some things look more like toys.

    Wave is doing what Sunny is doing and expanding on the art instead of the gameplay, pushing the engine to its limits to deliver beautiful visuals that, quite frankly, nobody else can be assed to do.

    As long as he feels as such, this isn't wasted effort, and there's no reason he should bring it to another engine; it defeats the purpose.
    thats basically all that needs to be said. Also guys, i've had like virtually no time to do anything in the last...i dont know how long. i is sowwy D:
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  7. #457
    "Think Different" Masterz1337's Avatar
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    Re: High-Resolution-Halo

    Since I'm such a scrub, can you answer my question so you can make me look even more like a moron?
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  8. #458
    Red Draaaaaaaaaaaaaaaaank Monopoly's Avatar
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    Re: High-Resolution-Halo

    Quote Originally Posted by p0lar_bear View Post
    This.

    I can guarantee that Wave's warthog model is much more complex and intricate than Bungie's Halo 3 warthog model, and that's because models in Blam don't rely on normal maps to give detail.

    While normal maps can add detail to an optimized model at first glance, which is great for gaming since you don't really care about the scratches on the bumper when you're running people over with the car, if you get up close, the illusion disappears, especially if the n-map is low-res. Bumps in an n-mapped model don't really have hard edges, and as a result, some things look more like toys.

    Wave is doing what Sunny is doing and expanding on the art instead of the gameplay, pushing the engine to its limits to deliver beautiful visuals that, quite frankly, nobody else can be assed to do.

    As long as he feels as such, this isn't wasted effort, and there's no reason he should bring it to another engine; it defeats the purpose.
    Normal maps go far beyond scrates on a car, it's like taking a model down to the cellular level. So much more detail can be defined in a normal mapped model than a regular poly budgeted game ready asset. When you say normal maps have no hard edges, it depends all on the resolution you bake the normals out at. Alot of detail can be left out of objects in game and left up to the normal maps. For example, WOL's hog doesn't have much detail in it at all except for the wheels. If he were to model in panels, doors, etc.. it would look bad due to AA settings in game, but if it were normaled that would'nt be an issue. Not saying it isn't a good model, just the artist needs to define where the users attention is drawn to; A nice model that's got jaggies all on the body, or a lower poly mesh without jaggies but with a smooth transition to panels etc defined in the normal mapped mesh. I know where you're coming from when you see models, textures etc going into an engine as old as this and looking excellent, but don't doubt the power of normals
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  9. #459
    I LOVE mint tea! Bad Waffle's Avatar
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    Re: High-Resolution-Halo

    monopoly, im sure polar understands the power of normals, but what polar was trying to say that since its impossible to utilize normal maps on vehicles in the standard build of halo, that the modeled-in geometry is better.
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  10. #460
    Red Draaaaaaaaaaaaaaaaank Monopoly's Avatar
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    Re: High-Resolution-Halo

    You can bake out a normal, texture it and apply it to your model cant you? It just won't have the fancy bumps, unless I'm getting this backwards :I
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