54 thousand polys -- take that, real-time game engine!

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cathuria
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Re: 54 thousand polys -- take that, real-time game engine!

Post by cathuria »

Hatsjoe: um, I'm pretty sure it wouldn't look near as good that close up (jeez, you got too much monitor :))

RV: don't be silly... of course this was never intended as a game model (well, perhaps if we wait for version 37.0.9 running on the new quantum core...)
I do want to be doing some more WZ art, perhaps including some of the suggestions above... can't guarantee when I'll get around to it, though.
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Rman Virgil
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Rman Virgil »

----------->

* Cathuria: Kwel. Understood. :)

* Kage: I was speaking directly to  Cathuria 'bout something that also transcends this occasion such that your input is actually superfluous.

* For the record:

* My idea of "concept art" is that it represents what is possible within a specific context. If what it portrays is IMPOSSIBLE within the specific context it is representing then it is at best Madison Avenue misleading & thus ultimately a precursor to disappointment, IMO.

- Regards, RV :)
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Chojun »

Rman Virgil wrote: ----------->

* My idea of "concept art" is that it represents what is possible within a specific context. If what it portrays is IMPOSSIBLE within the specific context it is representing then it is at best Madison Avenue misleading & thus ultimately a precursor to disappointment, IMO.
Agreed, there is a difference between concept art and what I like to call "marketing art" (aside from storyboarding)...  However, things like this really do torque up the imagination a little.
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Rman Virgil
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Rman Virgil »

Chojun wrote: Agreed, there is a difference between concept art and what I like to call "marketing art" (aside from storyboarding)...
* "Storyboarding" is a good distinction / exception. At the same time, more often than not, it is kept internal to a project and made available for public consumption some time AFTER the project itself is completed & has been released into the public sphere.
However, things like this really do torque up the imagination a little.
* That they do. And if the intent is to spur what is possible to tangible results - all to the good.

* Like much classic Sci Fi of the 40s & 50s inspired tikes to create or advance the Space Program (among many other tech innovations) as adults with an impassioned vocation.

- L8rs, RV :)

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Per
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Per »

I experimented with adding that image as a backdrop to Warzone, and I think would fit very well, if the tank would only be moved a bit off-center. As it is now, the tank is smack in the middle of the image, right where the main menu is, and that looks rather odd. So if you would rerender the tank into a corner, I would love to add it as a backdrop. You can try how it looks yourself, just overwrite the file data/texpages/bdrops/00-bdrop.png and flip back and forth between the multiplayer menu and the main menu a few times until it appears.
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cathuria
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Re: 54 thousand polys -- take that, real-time game engine!

Post by cathuria »

Per wrote: So if you would rerender the tank into a corner, I would love to add it as a backdrop. You can try how it looks yourself, just overwrite the file data/texpages/bdrops/00-bdrop.png and flip back and forth between the multiplayer menu and the main menu a few times until it appears.
That sounds nifty -- I didn't know we could replace those.  I'll make some time in the next week to come up with something suitable.  Is 800x600 a good size, or do they need to be 512x512?
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Re: 54 thousand polys -- take that, real-time game engine!

Post by cybersphinx »

The backdrops are currently 512x512 large, but the image is then scaled to a 4:3 ratio. If you can render it that way, it'll look perfect, else just render it in a 4:3 format and then scale it to 512x512 (or just post that here, so people can use it as wallpaper). And if you could save it as PNG (or another lossless format) that'd be very good, your original image has some noticeable JPG artefacts.
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Hatsjoe »

cybersphinx wrote: The backdrops are currently 512x512 large, but the image is then scaled to a 4:3 ratio. If you can render it that way, it'll look perfect, else just render it in a 4:3 format and then scale it to 512x512 (or just post that here, so people can use it as wallpaper). And if you could save it as PNG (or another lossless format) that'd be very good, your original image has some noticeable JPG artefacts.
Can't warzone use higher resolution pictures for the backdrops? Would be kinda silly to use 512*512 me thinks. especially if they're being stretched to 4*3.
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Per »

Hatsjoe wrote: Can't warzone use higher resolution pictures for the backdrops? Would be kinda silly to use 512*512 me thinks. especially if they're being stretched to 4*3.
Well, either it can use higher resolution backdrops, or I will make it. So that should not be an issue.
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Buginator »

It can use any Po2 texture, like 512x512, 1024x1024, 2048x2048.
This is because the texture needs to be a power of 2.

Of course, the person can make whatever res they want, but if we scale it to a Po2 texture, it tends to look either crappy, or distorted.
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Giel »

Buginator wrote: It can use any Po2 texture, like 512x512, 1024x1024, 2048x2048.
This is because the texture needs to be a power of 2.

Of course, the person can make whatever res they want, but if we scale it to a Po2 texture, it tends to look either crappy, or distorted.
AFAIK this does _not_ apply to backdrop textures.
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Buginator »

Giel wrote: AFAIK this does _not_ apply to backdrop textures.
Well, since we are using GL_TEXTURE_MAG_FILTER & GL_TEXTURE_MIN_FILTER, it is true that openGL will scale it up/down to a Po2 for us, but I still think it is better for the source to be a Po2 size.
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Re: 54 thousand polys -- take that, real-time game engine!

Post by DevUrandom »

The only issue I can currently think of is that gfx cards for a long time didn't support non quadratic, non-pot textures, which means that the driver would sent us into software mode... Our AMD friends who tried 2.0.8 know what that means. ;)
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Re: 54 thousand polys -- take that, real-time game engine!

Post by Kayiaxo »

The artwork looks really nice and is well made, it reflects a lot tanks from wz2100, but then better looking.
It would be cool to have more high quality artworks like this as background for the menu.
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Re: 54 thousand polys -- take that, real-time game engine!

Post by kage »

software rendering can be made quite fast: if not for the queso rendering, i would've said just use sdl for the main menu drawing, which is able to handle hardware and software stuff at the same time would any cascading 'fallback', and redraw is quite easy -- you only update the parts of the screen that the mouse has passed over (and if you have a hardware mouse cursor, you might not have to do even that), that way, you can get very high resolution menus running smoothly on even really slow systems, though that's a moot point, atm, since warzone uses the same resolution for all modes (and the mode switch is never worth it when you're running in full screen).