ID Tech 5

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Infernis
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ID Tech 5

Post by Infernis »

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!
obsidian
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Post by obsidian »

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.
Lunaran
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Post by Lunaran »

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?
wviperw
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Post by wviperw »

Heh, that's what I said, but then again, what do *we* know? :shrug:
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obsidian
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Post by obsidian »

:olo: I'm sure it won't be that bad, really. Sleep is so overrated anyway.
Kat
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Post by Kat »

wviperw wrote:Heh, that's what I said, but then again, what do *we* know? :shrug:
You know *exactly* what "unique" means in the context of what the tech is about, and it's not what people keep thinking it is ;) (oohh that was quite cryptic, heh!)
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o'dium
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Post by o'dium »

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?
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.

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.
rgoer
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Post by rgoer »

o'dium that couldn't be more wrong

it's just a streaming algorithm
obsidian
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Post by obsidian »

Kat wrote:(oohh that was quite cryptic, heh!)
I like this thread. Favourite one in a long time.
Kaz
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Post by Kaz »

Clearly you just feed the engine some parameters and it creates the game for you. This is the future people!
d3mol!t!on
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Post by d3mol!t!on »

Kaz wrote:Clearly you just feed the engine some parameters and it creates the game for you. This is the future people!
:drool:
o'dium
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Post by o'dium »

rgoer wrote:o'dium that couldn't be more wrong

it's just a streaming algorithm
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.

How is that wrong?
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Foo
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Post by Foo »

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.
o'dium
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Post by o'dium »

No, its ok, for some reason, I suddenly started thinking that Mega Texture was procedural.. I have no fucking clue why seeing as I've been working with Mega Texture these past few months myself... Quite surprised now that I read it, it was an obvious mistake.
rgoer
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Post by rgoer »

naming some feature "mega texture" in your homebrew engine doesn't make it the same thing, o'dium
Kat
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Post by Kat »

o'dium wrote:No, its ok, for some reason, I suddenly started thinking that Mega Texture was procedural..
That's what everyones been doing. A common mistake/misconception
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o'dium
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Post by o'dium »

rgoer wrote:naming some feature "mega texture" in your homebrew engine doesn't make it the same thing, o'dium
Erm, no, but working with a stripped down lower res version of it that was included in Doom 3, DOES.
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