ID Tech 5
ID Tech 5
It doesn't seem to be posted here yet. Have a peek at Id's new engine right here. The site is in Dutch but the movie is in English.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
A bit of a mixed up post in GD... half of it's about the Mac WWDC07 conference, the rest about Id Tech 5.
http://www.quake3world.com/forum/viewto ... sc&start=0
Good to have a second post in LEM though, but this may bring people up to speed.
http://www.quake3world.com/forum/viewto ... sc&start=0
Good to have a second post in LEM though, but this may bring people up to speed.
You know *exactly* what "unique" means in the context of what the tech is about, and it's not what people keep thinking it iswviperw wrote:Heh, that's what I said, but then again, what do *we* know?

[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Erm, it doesn't work that way at all. You paint a base texture, usualy a basic setup of a theme, and then procedural takes care of the rest of the textures in that style.Lunaran wrote:What studio in their right minds is going to want to take the time and resources to paint unique textures for every map in their game?
You end up painting a handful of textures, making a base theme, and then letting the engine do the rest. You don't sit and paint 20gig's worth of texture.
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The whole point of procedural texturing is that they are made on the fly, with set parameters. However, they work best when you combine them with ready made art. That’s how you get set patterns and the like easier.rgoer wrote:o'dium that couldn't be more wrong
it's just a streaming algorithm
How is that wrong?
You guys are talking about different things.
This was about the new tech that allows '20Gb unique textures' or whatever across the entire game area. Now odium you're talking about procedural texture generation, but I can't find a single mention of that in any of these threads, videos or articles except from you.
Anyway, I've not seen procedural texturing applied to generating large environments.
The procedural texturing I know is for creating basic texture assets without using a rigidly defined raster file, but rather you use an algorithm to generate effects such as wood, stone or metal. This doesn't really have any relation to filling out an environment with unique and varied textures... so unless you're talking about something different or can link me to something explaining some kind of macro implementation of procedural texturing and how it would apply.... then I'm not seeing the connection to any of this.
This was about the new tech that allows '20Gb unique textures' or whatever across the entire game area. Now odium you're talking about procedural texture generation, but I can't find a single mention of that in any of these threads, videos or articles except from you.
Anyway, I've not seen procedural texturing applied to generating large environments.
The procedural texturing I know is for creating basic texture assets without using a rigidly defined raster file, but rather you use an algorithm to generate effects such as wood, stone or metal. This doesn't really have any relation to filling out an environment with unique and varied textures... so unless you're talking about something different or can link me to something explaining some kind of macro implementation of procedural texturing and how it would apply.... then I'm not seeing the connection to any of this.