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Topic Starter Topic: Megatextures in QW's

NOT OK
NOT OK
Joined: 03 Aug 2003
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PostPosted: 10-10-2005 07:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


You guys know about this, right? How does it work? Why is it so awesome? I know the basics but how does it really work and why is it better?




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IMPRESSIVE
IMPRESSIVE
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PostPosted: 10-10-2005 10:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


because you touch yourself at night




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Cool #9
Cool #9
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PostPosted: 10-10-2005 11:27 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I have no idea how it works tbh, all I know is that it's related to terrain mapping.




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Mentor
Mentor
Joined: 12 Mar 2005
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PostPosted: 10-11-2005 02:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's supposed to render large slabs of high-detail terrain without performance loss. As to how it works, no idea (extensive use of LOD?). I believe the D3 engine has it already built in but doesn't put it to use in the game.




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NOT OK
NOT OK
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PostPosted: 10-11-2005 02:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


HAh, quite blatantly.



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Eh?
Eh?
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PostPosted: 10-11-2005 02:46 AM           Profile   Send private message  E-mail  Edit post Reply with quote


To put it simple, take a massive res texture. Cut it into chunks to fit into the memory, place it over the terrain, and load what needs to be loaded the in the detail it needs to be loaded.

Its not id's tech, its been around for YEARS. Its jsut id have suddenly said "we made it, bwha!" and everybody suddenly wants to know ;)




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Cool #9
Cool #9
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PostPosted: 10-11-2005 02:53 AM           Profile   Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
To put it simple, take a massive res texture. Cut it into chunks to fit into the memory, place it over the terrain, and load what needs to be loaded the in the detail it needs to be loaded.

Its not id's tech, its been around for YEARS. Its jsut id have suddenly said "we made it, bwha!" and everybody suddenly wants to know ;)


Maybe the theoretic idea wasn't originally from id Software, but the way to implement it and put it to use in a game certainly was.




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
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PostPosted: 10-11-2005 03:11 AM           Profile   Send private message  E-mail  Edit post Reply with quote


im pretty sure morrowind uses this system as well (although its not called megtexturing there)



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Eh?
Eh?
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PostPosted: 10-11-2005 03:13 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
o'dium wrote:
To put it simple, take a massive res texture. Cut it into chunks to fit into the memory, place it over the terrain, and load what needs to be loaded the in the detail it needs to be loaded.

Its not id's tech, its been around for YEARS. Its jsut id have suddenly said "we made it, bwha!" and everybody suddenly wants to know ;)


Maybe the theoretic idea wasn't originally from id Software, but the way to implement it and put it to use in a game certainly was.


Negative ;) Its the same as Per Pixel Lighting as well. id didn't invent that either, its been around for ages. So yeah, the way id do it may be a bit better, may be a bit worse, may even be the same, "we dont know yet". But the fact remains, people on QuakeSrc have been messing with it for years before ET:QW was even heard of, before Q4 even went public.




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Approaching the singularity
Approaching the singularity
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PostPosted: 10-11-2005 06:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


As long as one haven't released an actual commercial product using this shiny new tech one should just shut the fuck up with the "Oh noes, I did it first!!!1" bullshit.




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Cool #9
Cool #9
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PostPosted: 10-11-2005 11:32 PM           Profile   Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Eraser wrote:
o'dium wrote:
To put it simple, take a massive res texture. Cut it into chunks to fit into the memory, place it over the terrain, and load what needs to be loaded the in the detail it needs to be loaded.

Its not id's tech, its been around for YEARS. Its jsut id have suddenly said "we made it, bwha!" and everybody suddenly wants to know ;)


Maybe the theoretic idea wasn't originally from id Software, but the way to implement it and put it to use in a game certainly was.


Negative ;) Its the same as Per Pixel Lighting as well. id didn't invent that either, its been around for ages. So yeah, the way id do it may be a bit better, may be a bit worse, may even be the same, "we dont know yet". But the fact remains, people on QuakeSrc have been messing with it for years before ET:QW was even heard of, before Q4 even went public.


PPL? I think Creative were the first to do that :olo: ;)




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
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PostPosted: 10-12-2005 02:41 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Kaziganthe wrote:
MKJ wrote:
im pretty sure morrowind uses this system as well (although its not called megtexturing there)


nope



IIRC it's more procedural than a big-assed texture being swapped out in chunks


oh. well i dont know the advanced details of such procedures, but the way odium explained it is how morrowind does it (and maybe even tribes2 too, even :o )



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True Nightmare
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PostPosted: 10-12-2005 12:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kaziganthe wrote:
MKJ wrote:
im pretty sure morrowind uses this system as well (although its not called megtexturing there)


nope

IIRC it's more procedural than a big-assed texture being swapped out in chunks
Yep MorrowWind loads 'zones' into game, blocks of predefined map space, MegaTexture is more 'procedural' when compared to that 'old' method.

Although no one's released any info on it officially, the way it seems to be implimented has parallels with LOD on patch meshes in Q3 - the further away you are the less detail in shown - it's a sort of continuous LOD applied to terrain.

Don't ask for any more than that though because generally speaking aside from the academic papers on this nothing is known about how it's been implimented in Q4 or ET:QW.

Ah found the thread I was looking for
http://www.doom3world.org/phpbb2/viewtopic.php?t=10673




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