10-16-2005, 01:15 PM | #11 | |
Jack Burton
Join Date: May 31, 2002
Location: Ireland
Posts: 5,854
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Quote:
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10-27-2005, 11:34 AM | #12 |
Drow Warrior
Join Date: October 23, 2004
Location: Perth, Western Australia, Australia
Age: 33
Posts: 297
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the screenshots fr DA have been on www.gamebanshee.com for a couple of months now. I used some of them for a computing project i had to do in about July i think. I like the look of it and hope you can participate in that massive battle under the bridge!.
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I have a dream, we all have dreams. |
11-07-2005, 11:58 AM | #13 |
Symbol of Cyric
Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 48
Posts: 1,214
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NWN II vs. Dragon Age...
my questions are simply this: will it be possible to successfully port modules created from NWN into NWN II like they seem to be insisting, and... will Dragon Age actually be playable on the PC? After all the hype about Jade Empire, it only showed up for the XBox - a huge slap in the face for those of us who cannot (or will not) purchase an XBox just to play two or three games on mild occasion. Fable ended up finally being released on PC about one or two years after its (successful) release on the XBox. So I want to see if Microsoft's sticky and huge fingers will keep a stranglehold on Dragon Age in the same fashion as they did Fable and Jade Empire. (sure, two different companies made the games, but the end result to me was the same - no Fable, no Jade Empire).
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There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you. |
11-16-2005, 09:07 AM | #14 | |
Hathor
Join Date: April 6, 2001
Location: the desert
Posts: 2,296
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Quote:
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11-16-2005, 09:40 AM | #15 | |
Jack Burton
Join Date: May 15, 2001
Location: The Netherlands
Age: 39
Posts: 5,888
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Quote:
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11-16-2005, 09:57 AM | #16 |
Hathor
Join Date: April 6, 2001
Location: the desert
Posts: 2,296
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i'm quoting from the bioware nwn2 graphics & art forum, with a thread compiled by Mr. Guybrush that includes just about everything obsidian has confirmed or denied about the art, graphics and world of nwn2.
link to thread: http://nwn2forums.bioware.com/forums...15659&forum=99 [img]smile.gif[/img] ------------------------------------------------- Ok, after 2 hours of collecting quotes i have this new topic. I will keep it updated with new developer quotes, but this topic will give everyone a quick reference point for quoting and showing to new members. If i've missed anything out, post and i'll edit the post. Can we keep this information related to just the Art/Graphics forum please. I hope the developers won't mind, i'm sure they get bored answering the same questions over and over again Confirmed Details: * DDS as the image format of choice * 'cartoony' graphics axed * Adjustable lighting engine, allowing pitch black areas if wanted * Brand new Graphics Engine * New Lighting, Shadow Engine * Inclusion of Normal and Parallax mapping ------------------------------------------------ Quotation Order q01. 2d/3d Portraits q02. A Continuous-world q03. Camera Angles q04. Cloth Simulation q05. Creature Customisation q06. DirectX 9.0c q07. Dynamic Lights and Shader Effects q08. Face Generator q09. First Person q10. Foilage q11. Helms q12. Instancing q13. Lighting Engine q14. Normal/Parallax Mapping q15. Polycount q16. Screenshots q17. Sneaking Movement q18. Tilesets -------------------------------- q01. 2d/3d Portraits Quote: Posted:07 February 2005 by David Espinoza:Artist I don't think its a matter if 2d or 3d is better, for that is all in the eyes of the beholder (pun). I just believe with the many diverse possibilites the player will be presented with in terms of creating their own character, why just limit youself to a set of 30 images that may or may not have any likeness to your character at all? First an formost, I am an original 2d guy and I think am more for 2d than 3d. But to be able to use an actual shot of your 3d character, that fully looks and IS your character in everyway I think is a step closer in giving the player a more interactive step into the world of NWN2. And I am sure you guys are all aware of Normal Mapping technology. Trust me, the models in this game are leaps and bound ahead of the past NWN, making for more than just "blocky" representations... ...but 2d still kicks nuts ------------------------------------------------- q02. A Continuous-world Quote: Posted:01 February 2005 by Erik Novales: Programmer A continuous world is not going to happen. That would literally require rewriting the game from the ground up, which is not in the cards. Continuous-world gameplay is not a trivial undertaking. Here's a great article that I linked before, on the Obsidian boards, detailing some of the challenges in making a continuous world game (Dungeon Siege). link to DS site: http://www.drizzle.com/~scottb/gdc/continuous-world.htm ------------------------------------------------ q03. Camera Angles Quote: Posted:17 February 2005 by Frank Kowalkowski: Lead Programmer The game is being designed with the isometric camera view as a priority. Encounters, levels, artwork will all be prioritized to work best from that angle (zoomed in or out). That said, we don't plan to remove any angles from the original game and the cutscene cameras will be placeable at whatever angle you want. That's pretty much all I have to say about that. ------------------------------------------------- q04. Cloth Simulation Quote: Posted:24 January 2005 by Frank Kowalkowski: Lead Programmer Cloth simulation has its issues. We are getting to the point where it is viable in a game like NWN, but I don't think we are there yet. That's not to say we can't hand animate a cloak or skirt ala a game like World of Warcraft. ---------------------------------------------------- Quote: Posted:19 February 2005 by Adam Brennecke: Lead Programmer Cloth simulation is something that we are looking at, and the dangly mesh stuff is not used anymore. Also, Cloth simulation is done on the client side only, and has nothing to do with how beefy the server is. ------------------------------------------------ q05. Creature Customisation Quote: Posted:24 January 2005 by Frank Kowalkowski: Lead Programmer We have plans to take care of the clone wars. We've already demo'd a handful of similar creatures all decked out in creature specific armor, but with a variety of combinations. The effect is subtle, but it looks very nice. We're looking into some shader effects for further generating uniqueness in creatures. Scaling creature size is already in the game. We will definately be putting some constraints on the resize though, this is mostly because animations start looking a little strange as you scale further away from the creature's intended size. ------------------------------------------------- q06. DirectX 9.0c Quote: Posted:20 January 2005 by D. Lawson: Programmer Tough Pants NWN2 is 100% DirectX 9.0c. ------------------------------------------------- q07. Dynamic Lights and Shader Effects Quote: Posted:15 February 2005 by D. Lawson: Programmer Tough Pants To address all of your guys' concerns etc...I will say this. Almost everything you guys have mentioned in this thread is being addressed. Without saying too much, I can say that there's new support for fully dynamic lights (several kinds). I'm currently in the middle of writing a brand new shadowing system. With the new tool set, you can place a torch sconce on a wall and whether or not you chose to "place" a light on/in that sconce will be up to you. If there's a light there, then expect light to be cast within the scene. If there's no light, then expect the usual...darkness. ------------------------------------------------- q08. Face Generator Quote: Posted:20 January 2005 by Frank Kowalkowski: Lead Programmer We've looked into this technology and will continue to look into it, but there are some limitations to what it can provide us at this time. We've spoken with the middle-ware providers of the face-gen stuff and haven't gotten a solution to our problem worked out yet. We'll continue to explore this option, but as of right now, we have some other options available to us that will greatly increase character variety. -------------------------------------------------- q09. First Person Quote: Posted:09 February 2005 by Frank Kowalkowski: Lead Programmer There will be no first-person. We have some pretty good reasons not to do first-person that will become apparent over time. ------------------------------------------------- q10. Foliage Quote: Posted:18 February 2005 by Frank Kowalkowski: Lead Programmer We have big, bushy trees that sway in real-time according to the wind (not a canned animation). We will not add a FP only cam. There will be foliage. ------------------------------------------------- q11. Helms Quote: Posted:20 January 2005 by Frank Kowalkowski: Lead Programmer Open faced helms are a go. -------------------------------------------------- q12. Instancing Quote: Posted:04 February 2005 by D. Lawson: Programmer Tough Pants Instancing allows you to render the same object in various locations in the world at the same time without the overhead of having to unique copies of the model loaded into memory for each instance. All objects refer back to only one set of physical geometry, etc in memory. It's fairly involved on the technical side regarding making it happen, but you see the point in terms of memory savings, etc that can be achieved. Aside from the memory footprint savings, you can send batches of like instances to the rendering hardware in a single shot and only incur the overhead associated with a single draw call rather than one draw call for each instance. Although, that's getting pretty technical. -------------------------------------------------- q13. Lighting Engine Quote: Posted:28 February 2005 by D. Lawson: Programmer Tough Pants The lighting engine has been completely rewritten from scratch. The scene lighting will be as customize-able as you want it. I've already aluded to the fact that lighting will be 100% under the control of the module builder. ---------------------------------------------------- q14. Normal/Parallax Mapping Quote: Posted:22 January 2005 by D. Lawson: Programmer Tough Pants Well, when all is said...you can get quite a bit of mileage out of two polys with normal mapping and parallax mapping. With that being said, there's no reason to over-do anything that's going to be taking advantage of those kinds of features. Of course after only 5 months of programming a new engine we're not going to release any numbers as to what can be expected. Something of this magnitude really boils down to itteration. I think the only given, is that the poly counts will be higher than the first game. But even then, that's not necessarily a "requirement" for the very reasons listed above. -------------------------------------------------- q15. Polycount Quote: Posted:24 January 2005 by Frank Kowalkowski: Lead Programmer You're likely to see smaller meshes than 3000 polys for most non-PCs. Much of the lighting detail will come from normal mapping. We're looking at 'what looks good' right now with respect to the diffuse and normal map resolutions. Keep in mind, that while we will be loading 2x the textures (or more...) than NWN1, in some cases we can use lower resolution textures and look much better because of shader technology. NWN1 also had to support some very low VRAM requirements, much lower than the min spec for NWN2 will be. -------------------------------------------------- q16. Screenshots Quote: Posted:08 February 2005 by D. Lawson: Programmer Tough Pants We want to show some shots just as bad as you guys want to see them. It's not up to us, but we're pushing for something pre-E3 if that helps. Although at this point, E3 is really not that far away. But hey, we'll all take what we can get...right? -------------------------------------------------- q17. Sneaking Movement Quote: Posted:18 Jan 2005 by Frank Kowalkowski: Lead Programmer We have internally demo'd a character 'sneaking' in game, using a distinct animation. It's really an issue of animating the sneak across multiple skeletons. There's a good chance we can work this in, but no garauntees (which you'll hear me say a lot). -------------------------------------------------- q18. Tilesets Quote: Posted:19 January 2005 by Frank Kowalkowski: Lead Programmer If all we were doing was switching to 3.5 rules, you'd be playing NWN2 by now. The technology upgrade will be significant--there will be no original rendering or animation code in the game. What 'Tilesets' are used is still being discussed. -------------------------------------------------- all i did was copy/paste it. [img]smile.gif[/img] V***V
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11-16-2005, 11:23 AM | #17 |
Xanathar Thieves Guild
Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 60
Posts: 4,537
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Nice...Thanks. I'm gonna send the guy that builds the other server I play over here to have a look. He's been asking me a lot about these things.
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