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|Posted By: Loren Petrich <firstname.lastname@example.org>||Date: 2/26/01 5:33 p.m.|
In Response To: Gadzooks (Matt)
: - Thereís an acceleration screen on the chain gun now, so as you drive the
: - Brake lights and headlights work again.
I wonder how they are implemented; will they be attached objects with glow-map textures? The Marathon series, or at least M2/oo, features glowmapping, in the form of textures that are given less sensitivity to light. The OpenGL version of Aleph One implements glowmapping with extra textures with non-glowing areas transparent.
And I wonder how illuminating of surroundings will be implemented; vertex lighting is OK for objects smaller than the lighting's length scale, but any bigger will require lightmaps. This might seem awkward, since lightmaps for headlight illumination may have to be calculated on the fly. However, one will probably not need very precise lightmaps, since interpolation can easily supply the necessary smoothness.
: - Stars twinkle. :-)
That will be fun to see. I wonder how that was done -- with a star texture that gets variable per-polygon lighting? There may have to be several such star textures so that the stars won't all twinkle in sync.
: - The Online Team got the basic UI prototype up and running.
Online Team? For something like bungie.net's support of Myth netgames?
: - Stephen is working on reload and recoil animations.
Seems like a lot of animation to do :-)
: - Bernie is still working on mirrors.
I wonder what's the difficulty. Mirrors can be done by rendering from a mirrored viewpoint, but one has to ensure that only one only sees what's at the mirror area itself, which cannot be guaranteed to be a rectangle in screen space. One possibility is to use a Stencil Buffer; this can further be optimized by shrinking the viewport to a screen rectangle that encloses the mirror area with a minimum of non-mirror wasted space.
: - The interior of the covenant ship weíre working on now is huge; a massive
Shiny? Presumably rendered with reflection textures.
: - The mighty Chris Butcher is beautifying the AI. Heís revised and expanded
2001 isn't anywhere close to "2001" in AI, but this does seem like a valiant attempt to bridge that gap.
|HQ Interview substitute for Update??!?!?||Ph.D.||2/23/01 9:04 p.m.|
|Re: HQ Interview substitute for Update??!?!?||Matt||2/23/01 9:23 p.m.|
|Re: HQ Interview substitute for Update??!?!?||rosignol||2/23/01 9:50 p.m.|
|Ahhh lol LOUSI WHERE ART THOU! *NM*||Kharn353||2/23/01 9:30 p.m.|
|Re: Ahhh lol LOUSI WHERE ART THOU!||Mark Levin||2/23/01 9:40 p.m.|
|Re: Ahhh lol LOUSI WHERE ART THOU!||BreadMan||2/23/01 11:06 p.m.|
|I hope they break into his mail soon n/t *NM*||fallout||2/23/01 11:08 p.m.|
|Re: Ahhh lol LOUSI WHERE ART THOU!||Pierre LaCoucatine||2/23/01 11:17 p.m.|
|Gadzooks||Matt||2/23/01 11:35 p.m.|
|thank you||fallout||2/23/01 11:43 p.m.|
|Re: Gadzooks||Mark Levin||2/24/01 12:21 a.m.|
|Re: Gadzooks||Razz||2/24/01 1:13 a.m.|
|Re: Gadzooks||Loren Petrich||2/26/01 5:40 p.m.|
|Re: TANKS MATT THESE ARE 2 YEARS GONNA PAY OFF?! *NM*||Macphisto||2/24/01 4:38 a.m.|
|Re: Gadzooks||Forensic||2/24/01 10:55 a.m.|
|Re: Gadzooks||rosignol||2/24/01 11:57 a.m.|
|Re: Gadzooks||Cunbelin The P.A.R.S.||2/24/01 8:49 p.m.|
|Re: Gadzooks||rosignol||2/25/01 6:50 p.m.|
|Re: Gadzooks||Cunbelin The P.A.R.S.||2/25/01 8:02 p.m.|
|Re: Gadzooks||rosignol||2/26/01 8:55 a.m.|
|Re: Gadzooks||GodAlmighty||3/1/01 8:10 p.m.|
|Day/Night||Smasher||2/24/01 4:54 p.m.|
|We can only hope.||noddy99||2/26/01 12:27 p.m.|
|Re: Gadzooks||Briareos H||2/25/01 10:52 a.m.|
|Re: Gadzooks||Loren Petrich||2/26/01 5:33 p.m.|
|Re: Gadzooks||rosignol||2/26/01 5:43 p.m.|
|Re: STILL NOT AROUND??!?!?||Macphisto||2/23/01 11:10 p.m.|
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