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Re: My technical disection of the Reach trailer | |
Posted By: Eiii <eri3ch@gmail.com> | Date: 12/19/09 9:45 a.m. |
In Response To: Re: My technical disection of the Reach trailer (kapowaz) : Skyboxes aren't a new concept; they've been around since the earliest of 3D : games (I'm pretty sure even Doom used one). The difference between an : ordinary skybox (which basically encloses the game level inside a giant : cube with a texture on the inside) and the technique noted here in this : trailer, and used elsewhere, is that it also makes use of a set of : geometry which is intended to represent “Big, and far away”. Valve's : developer wiki has a good explanation of how they work. No, they used that method in Halo 2. On Burial Grounds, by glitching a corpse through the geometry in the right place, you could get a corpse in the skybox. Interestingly, the skyboxes nearly always seemed to be 'sky-spheres-with-a-texture-or-two-mapped-to-them'. Not a lot of geometry in there... presumably the same thing is going on in Halo 3.
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