Quake IV to be released on October 31...

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Dr.Gibbs
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Post by Dr.Gibbs »

Will we be able to see something in this one? Because the whole flashlight thing in Doom 3 pissed me off...
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MKJ
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Post by MKJ »

for an engine that could *easily do outdoor areas without losing detail* that terrain looks pretty lowpoly :o

im not a gfx whore at all but this once again proves that the D3 engine couldve been a lot better and more efficient if they dropped the crappy PPL
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Eraser
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Post by Eraser »

Dunno about Q4 but Quake Wars seemed to have pretty impressive terrain :shrug:
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MKJ
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Post by MKJ »

troo. theyve done a good job modding ;)
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o'dium
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Post by o'dium »

Eraser wrote:Dunno about Q4 but Quake Wars seemed to have pretty impressive terrain :shrug:
Quake Wars is the nest step in the Doom engine thats why.

Think of how there was Q3, then the Q3TA engine that had better terrain etc etc.

Well Doom 3 sucked for terrain, it as mega dull and mega blockey, and that same terrain is in Quake 4, as you can see.

Quake Wars, however, uses MegaTexture, which is pretty much another of Carmacks "I made it its mine but ok somebody else made it first!" things, like carmacks reverse. Its all about using a massive texture sheet, splitting it into chunks, and assigning it to areas of the map, and letting the mipmapping take care of the speed issues. It means huge outdoor areas with medium detail (Thats fine, IMHO. The outdoor areas in ET:QW are HUGE, bigger than any other game i've seen, but they are blockey still. A fair tradeoff).

Ok with these latest shots i'm not impressed at all, probabl less the other shots. Rep IS correct, people. They have used VERY intensive levels in their RGB local maps, which mean as soon as the models move an inch into shadow, they go black all over. Blah. Seams everywhere, as well as repeating textures, which means the ONE lesson we had hoped id learned from before, hasn't been passed on. (If your planning on making a local map for your mesh, then the low poly mesh must have 100% it owns UV space; No Quake 3 style optimized mirroring to save on performance. Also, they forgot to WELD their seems FFS, a simple trick that even kids can do).

Add all this to the TRON buildings in that outdoor shot, the lower-poly-than-quake-1-and-even-doom3-rocket, the bad lighting casting the wrong direction shadows in the second pic, and the bad horrid local maps on the models, but awful and none existent local maps on the dull level textures for contrast in the second pic, and...

You have a fucking problem.

Raven shouldn't of done this. Kiltron is making Lost Marine and hes doing a better job...
busetibi
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Post by busetibi »

R00k wrote: But am I the only one who doesn't like the Stroggs' metal feet?
just add it to the long list
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MKJ
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Post by MKJ »

a rocket really doesnt need a lot of polies does it
in Q3 you hardly ever saw the things anyway, only the glare and l'smoque
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o'dium
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Post by o'dium »

MKJ wrote:a rocket really doesnt need a lot of polies does it
in Q3 you hardly ever saw the things anyway, only the glare and l'smoque
Tis true, it doesn't. But in Doom 3, we had a rocket that at least looked like a rocket :p This thing was seen in previous screenshots and was thought to be a nail, because we never REALLY knew what it was, its not liek you can tell... It looks like a pointy thing with a random texture :icon32:
Duhard
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Post by Duhard »

o'dium wrote:Well Doom 3 sucked for terrain, it as mega dull and mega blockey
I was playing DooM 3 last night on medium detail and I swear to god I've never seen Mars look this realistic even on tv...granted the outdoor areas were small but with some detail on, the thing ownzors.
o'dium wrote:But in Doom 3, we had a rocket that at least looked like a rocket
What the heck are you talking about, peon...the q3 rl is the best-looking weapon I've ever seen in any game...you play video games, right o'dium?
o'dium
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Post by o'dium »

If i was talking about the rocket launcher in Quake 3, I would of said "the rocket launcher in quake 3".

However i was talking baout the rocket projectile, dumb ass. In Q3, the rocket projectile is an actual rocket. The saem goes for Doom 3 so we know its not for speed reasons. Here, we see a silly looking triangle thing thats not even been texture mapped.
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Post by reefsurfer »

kewl! :icon31:
o'dium
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Post by o'dium »

Image
o'dium
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Post by o'dium »

Hmmm... I just heard two new bits of info...

One, the lightning gun (Which doesn't belong) can be bounced off of players and walls to create a daisy chain effect.

And two, there is no railgun. Its a rocket launcher upgrade that turns it into a railgun of sorts...

I hope both of these are false, however they were said from somebody who has played the game (A friend of a level designer at raven got invited there)...
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DooMer
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Post by DooMer »

Um... complete BS
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DooMer
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Post by DooMer »

Man, imagine how noob the LG would be. actually it wouldnt matter for SP much. maybe its an upgrade like they were talking about. Plus in an interview i think i recall TH saying theres an upgrade that makes rails bounce off walls.
brisk
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Post by brisk »

Yes, that LG rumour better not be true. I don't want no retarded "rocket launcher" modifications either (at least, not in MP).

id got it right with Q3. Raven should absolutely be aiming to mimic Q3 as much as they can if they want to make a memorable MP FPS.

I wouldn't even play any other FPS online if Q3 still had the userbase it did when it first came out. But obviously, people move onto new things so hopefully Q4 can reunite the community, without raping everything that makes Q3 so special.
rep
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Post by rep »

o'dium wrote:The outdoor areas in ET:QW are HUGE, bigger than any other game i've seen
Joint Operations has maps that are bigger than 40 miles and a network code that allows for 150 people to be playing on the server without much more lag than usual. Typically, servers have 64 players.
o'dium wrote:Rep IS correct, people. They have used VERY intensive levels in their RGB local maps... If your planning on making a local map for your mesh, then the low poly mesh must have 100% it owns UV space; No Quake 3 style optimized mirroring to save on performance. Also, they forgot to WELD their seems FFS, a simple trick that even kids can do.
That isn't what I was talking about. They are using mirrored UV coordinates, which aren't a huge problem, but they could have done better than a symmetric split right down the middle. In the face, for example, if they wanted to get more UV space they could have had the entire front of the face as one set, and then have a seam on the side of the head. That way, they can use the same texels for both sides of the head, but the front could have different details on each side... A scar on one side, but not on the other for example.

What I was talking about are the seams that occur when you generate a normal map. You should go in and clean up any problems that happen, such as seams or banding. Seams happen where a smooth group of polygonal detail is baked onto an area of the low poly mesh where the harsh angle of the polygons are making the normals too different from the normals of the high polygon mesh.

Here's the tangent space normal map from a model I made. To illustrate the clean up process, I doubled the size (via nearest neighbor) and inverted the colors so you can see the problems better.

Image

On the left is the normal map that was generated from the high poly map. Notice the harsh lines, banding, and aliasing around the palm and other areas. The seam around the tips of the finger is fine because that area needs to be exactly the same because it meets with the normals for the top of the hand, and if everything isn't the same exact color a big seam will appear there in real time.

Instead, for a situation like this, we should just double (or smudge OUT while retaining the locked transparency of the finger area) so as to duplicate the normals outward so when mipmapping happens there isn't a seam.
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Duhard
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Post by Duhard »

blakjack wrote:confirmation of bounding boxes...got link?
great to hear anyway
http://www.speakeasy.org/~rigor/q4/quake4mp.html
rep
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Post by rep »

Rocket jumping was never gone. I invented (yes me) a grenade+RJ combo in DOOM 3 from the bottom of The Edge to the top.

Anyone want to host the demo? ROFL. 399MB.
By the way, the thing they said about not adding vehicles is horseshit. They didn't add them because ET:QW has them. $$$
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Duhard
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Post by Duhard »

rep wrote:I invented (yes me) a grenade+RJ combo in DOOM 3 from the bottom of The Edge to the top.
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rep
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Post by rep »

LOL
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DRuM
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Post by DRuM »

I haven't been following the finer details of these Q4 threads so humour me. There's Q4 single player which is the SP, and there's also quake wars which is the main MP? Is it not Q4 SP/MP all in one then?
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DooMer
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Post by DooMer »

q4 and quake wars are different games... q4 has competetive arena MP. quake wars is like battlefield with vehicles, and doesnt have quake style gameplay, just the strogg story element.

all you have to know is:

quakewars = not quake. rack up kills by running people over in vehicles.

q4 = real quake. people who know how to strafe jump.
DRuM
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Post by DRuM »

Ah cool, thanks doomer.
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MKJ
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Post by MKJ »

duhard, l love you man, but the Q3 rocket launcher model was quite the lazyness on id's part. i mean, a stick with a red knob?
Q2 rocketlauncher model.. now that was a rocket launcher :icon14:
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