Briosafreak
Lived Through the Heat Death
More news on the Fallout3 graphics engine, J.E. Sawyer told us this on the BIS Feedback Forum:
<blockquote>The engine used in Jefferson and Van Buren is, in fact, tile-based, but it looks nothing like Neverwinter Nights. This is mostly due to the fact that Neverwinter Nights had relatively low poly environments and a solely dynamic lighting solution.
In our engine, artists make tile sets, meta-tiles (special pieces that range from the mundane "break-up-the-pattern" sections to unique buildings and entire maps), and prop sets. Designers place the tiles and meta-tiles, then go back and populate the area with static props and dynamic useable objects (like generators, computers, doors, etc.). The level then gets imported into Lightwave, where artists light it. The lightmaps are then burned using a third-party plug-in called Microwave. Then the designer imports the level back into the editor, where the lightmaps are stitched together and the octree is built.
The result is a level that looks sharp enough that, honestly, many people mistake it for 2D until the camera is rotated. We've actually considered changing the FOV because some people complain that it doesn't "feel 3D enough".
BTW both Fallout RPGs were tile-based.</blockquote>
On one hand it looks that when the maps are made it may be very difficult to change them, so the engine may not be very flexible, on the other hand it looks like the engine is freaking awsome, with a Fallout3 full of atmosphere and greater chances in creating a great Falloutish visual representation with some good surprises.
Please do send us some good screenshots soon ok BIS people?
<blockquote>The engine used in Jefferson and Van Buren is, in fact, tile-based, but it looks nothing like Neverwinter Nights. This is mostly due to the fact that Neverwinter Nights had relatively low poly environments and a solely dynamic lighting solution.
In our engine, artists make tile sets, meta-tiles (special pieces that range from the mundane "break-up-the-pattern" sections to unique buildings and entire maps), and prop sets. Designers place the tiles and meta-tiles, then go back and populate the area with static props and dynamic useable objects (like generators, computers, doors, etc.). The level then gets imported into Lightwave, where artists light it. The lightmaps are then burned using a third-party plug-in called Microwave. Then the designer imports the level back into the editor, where the lightmaps are stitched together and the octree is built.
The result is a level that looks sharp enough that, honestly, many people mistake it for 2D until the camera is rotated. We've actually considered changing the FOV because some people complain that it doesn't "feel 3D enough".
BTW both Fallout RPGs were tile-based.</blockquote>
On one hand it looks that when the maps are made it may be very difficult to change them, so the engine may not be very flexible, on the other hand it looks like the engine is freaking awsome, with a Fallout3 full of atmosphere and greater chances in creating a great Falloutish visual representation with some good surprises.
Please do send us some good screenshots soon ok BIS people?