Quake3World.com Forums
     Quake 4 Discussion
        Carmack to English Translation Requested


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Carmack to English Translation Requested

The Afflicted
The Afflicted
Joined: 12 Dec 2005
Posts: 859
PostPosted: 05-02-2006 10:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


Can someone translate what Carmack is saying to English, please?

"Q1: What is MegaTexturing technology?"

http://www.gamerwithin.com/?view=articl ... 1319&cat=2

:icon16:




Top
                 

The Illuminated
The Illuminated
Joined: 13 Apr 2001
Posts: 1070
PostPosted: 05-02-2006 10:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hmm they're gonna use one big texture instead of lots of little ones :)




Top
                 

The Afflicted
The Afflicted
Joined: 12 Dec 2005
Posts: 859
PostPosted: 05-02-2006 11:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


How will that help? :dork:




Top
                 

Warrior
Warrior
Joined: 03 Nov 2005
Posts: 96
PostPosted: 05-02-2006 11:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


No tiling ?




Top
                 

The Afflicted
The Afflicted
Joined: 12 Dec 2005
Posts: 859
PostPosted: 05-02-2006 12:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


Advantages, disadvantages?




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-02-2006 12:14 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Dr4ch wrote:
No tiling ?




Top
                 

Trainee
Trainee
Joined: 02 Mar 2006
Posts: 30
PostPosted: 05-02-2006 12:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
So when Splash Damage was starting on, really early with Enemy Territory: QUAKE Wars, they were looking at some of these different ways to render the outdoor scenes with different blends and things like that. And one of my early suggestions to them was that they consider looking at an approach where you just use one monumentally large texture, and that turned out to be 32,000 by 32,000. And I – rather then doing it by the conventional way that you would approach something like this (i.e. – chopping up the geometry into different pieces and mapping different textures on to there and incrementally swapping them for low res versus high res versions),


I got all that and everything above it just fine. This next quote (right where this one leaves off) is where I personally got lost.

Anyone want to elaborate or try and explain ?

Quote:
just let them treat one uniform geometry mesh and have this effectively unbounded texture side on there, and use a more complicated fragment program to go ahead and pick out exactly what should be on there, just as if the graphics hardware and the system really did support such a huge texture.


Really does sound odd.




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-02-2006 12:57 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Not really. It means you can have one single huge texture for the terrain meaning that every single pixel is different, instead of tiling. Then, by looks of a fragment program, you can set up different properties for each surface inside that. So sand kicks up smoke, gravel kicks up dirt, tarmack is easier to drive on than gravel etc etc.




Top
                 

Immortal
Immortal
Joined: 17 Mar 2001
Posts: 2062
PostPosted: 05-02-2006 03:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


That interview was actually pretty devoid of the usual Carmack-esque talk that you see. He seemed to explain it quite simply, almost as if he was a lead designer explaning it.



_________________
Good Stuff, Maynard!


Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44139
PostPosted: 05-23-2006 03:58 AM           Profile   Send private message  E-mail  Edit post Reply with quote


wviperw wrote:
That interview was actually pretty devoid of the usual Carmack-esque talk that you see. He seemed to explain it quite simply, almost as if he was a lead designer explaning it.


lol indeed. I thought it was quite easy to understand.

iluvquake4, try to read one of carmack's older .plan updates, when Doom 3 was still in early development stages. I remember one where he talked about the differences between different render paths from different hardware vendors. My head started spinning reading just that.




Top
                 

The Illuminated
The Illuminated
Joined: 14 Feb 2001
Posts: 1106
PostPosted: 05-23-2006 11:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


Check the older ones from when q3 wasn't done, too ;)




Top
                 

It felt good...
It felt good...
Joined: 28 Mar 2001
Posts: 9558
PostPosted: 05-23-2006 08:13 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Tim Sweeny from Epic said something to the effect of that mega texturing is a nice concept but it might prove difficult for artists to implement. :paranoid:




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-24-2006 02:51 AM           Profile   Send private message  E-mail  Edit post Reply with quote


dzjepp wrote:
Tim Sweeny from Epic said something to the effect of that mega texturing is a nice concept but it might prove difficult for artists to implement. :paranoid:


Its not difficult. In fact its VERY easy. You can get a sexy looking terrain map with foliage, trees and effects up in a few minutes. Its pretty much all automated for you, you just tell it what you want.

The problem isn't for the person making, its for the person downloading it. Your going to be downloading 500mg custom map files.

In other words, get used to the 12 or less maps that ship with the game, because even though its gonna be quite easy to make the terrain then cut/paste SD's original buildings into a new cooler map, its also going to be a pain in the arse to host them and get people downloading them.




Top
                 

Grunt
Grunt
Joined: 01 Mar 2005
Posts: 50
PostPosted: 06-03-2006 07:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Or custom maps would have to focus on more classic architectural environments instead of terrain ... or will ET:QW be totally geared twoards large-scale terrain combat?




Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 06-03-2006 02:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Carmack not giving much in depth details does not mean Carmack is speaking in leet programmer language. He just doesn't want to reveal too much just yet.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44139
PostPosted: 06-08-2006 02:43 AM           Profile   Send private message  E-mail  Edit post Reply with quote


dzjepp wrote:
Tim Sweeny from Epic said something to the effect of that mega texturing is a nice concept but it might prove difficult for artists to implement. :paranoid:


Well he said that it was difficult without the right tools. You needed very specific tools for it. If I understand correctly, id Software have pretty much nailed the megatexture creation tools down as good as it could be.




Top
                 

Commander
Commander
Joined: 07 Mar 2005
Posts: 122
PostPosted: 06-08-2006 08:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
just let them treat one uniform geometry mesh and have this effectively unbounded texture side on there, and use a more complicated fragment program to go ahead and pick out exactly what should be on there, just as if the graphics hardware and the system really did support such a huge texture.


Just thiknig out loud - This could be done in the sense of a textureatlas, this gigantic texture need not be rendered at once, (though created at once to get it seamless). Via another texture its lookup can define the UV regions for the megatexture which are then clamped when rendering that region of the megatexture onto the mesh. This lookup texture need only be 256x256 (which is 65000 "texture pointers" it could represent). I think the latest cards only support 4096*4096.

Plenty of fancy crap you can do in shaders. Textures aren't just visuals... each pixel is a vector of 4 floats that can be used to do whatever you like.

Thats all just speculation though - "there's more than one way to skin a cat" is so true when it comes to vfx tricks.




Top
                 
Quake3World.com | Forum Index | Quake 4 Discussion


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.