Megatextures in QW's
Megatextures in QW's
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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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
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.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
NegativeEraser wrote: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.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

PPL? I think Creative were the first to do thato'dium wrote:NegativeEraser wrote: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.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 knowIts 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.


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, evenKaziganthe wrote:nopeMKJ wrote:im pretty sure morrowind uses this system as well (although its not called megtexturing there)
IIRC it's more procedural than a big-assed texture being swapped out in chunks

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Yep MorrowWind loads 'zones' into game, blocks of predefined map space, MegaTexture is more 'procedural' when compared to that 'old' method.Kaziganthe wrote:nopeMKJ wrote:im pretty sure morrowind uses this system as well (although its not called megtexturing there)
IIRC it's more procedural than a big-assed texture being swapped out in chunks
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