P
phide
Guest
One thing many of you praising these 3D engines are forgetting: detail.
In Fallout and Fallout 2, you can have an immense amount of detail. 10 or 15 cars lined up on the side of a wall, a nuclear bomb with photo-realistic detail, to name a couple.
But what about a 3D engine? The 3D engine may be nice because you can see weapons and have a virtually unlimited number of animations, bu when it comes to shear graphical spendlor, 2D engines can achieve much more.
Take a car for example, in Shogo (using LithTech as an example) you can make that car with 500-600 faces. What results is a blocky looking relic, with no such detail as steering wheels, seats, etc. In a 2D engine like Fallout, that car can have an unlimited amount of polygons. It just depends on how much time you invest in it. Plus, you get the advantage of un-antialiased texture maps, which takes a bitch of a lot of blur of the model.
And some people are getting confused about animating and modelling between 3D engines and 2D engines. They are the exact same thing.
To do animations in LithTech, you perform animations in 3D Studio Max, then export to .abc (LithTech's model format). It comes in the format, animations and all, then you just stick it all into the code.
With Fallout, you do the exact same thing. You model and animate the object in 3D Studio Max, then the modeller stuck the information into a simple program, that program breaks the animations up into frames, then arranges those frames. When you shoot your pistol, the code simply triggers a set of animations that run once, then stop back again at the regular model position. They don't draw these things out by hand in any way, it's the same concept, only in 2D engines the animations take up more hard drive real estate.
One other detail is that you need a bitch of a machine to run modern engines such as Unreal. A 350 MHz Pentium 2 with a Voodoo2 or TNT/TNT2 card is passable, but games nowadays are needing 128 MB of RAM (Q3 needs 64, but it only runs well with 92 or 128) and 500 MHz processors. Fallout kicks ass on a P200, and even on my old P100, it shines. On my 475 MHz machine, the difference is negligible (in fact, things STILL drop down to a snail's pace at the Gun Runner's).
Simply improving the Fallout engine is what I believe Black Isle should do. But, prove me wrong guys.
In Fallout and Fallout 2, you can have an immense amount of detail. 10 or 15 cars lined up on the side of a wall, a nuclear bomb with photo-realistic detail, to name a couple.
But what about a 3D engine? The 3D engine may be nice because you can see weapons and have a virtually unlimited number of animations, bu when it comes to shear graphical spendlor, 2D engines can achieve much more.
Take a car for example, in Shogo (using LithTech as an example) you can make that car with 500-600 faces. What results is a blocky looking relic, with no such detail as steering wheels, seats, etc. In a 2D engine like Fallout, that car can have an unlimited amount of polygons. It just depends on how much time you invest in it. Plus, you get the advantage of un-antialiased texture maps, which takes a bitch of a lot of blur of the model.
And some people are getting confused about animating and modelling between 3D engines and 2D engines. They are the exact same thing.
To do animations in LithTech, you perform animations in 3D Studio Max, then export to .abc (LithTech's model format). It comes in the format, animations and all, then you just stick it all into the code.
With Fallout, you do the exact same thing. You model and animate the object in 3D Studio Max, then the modeller stuck the information into a simple program, that program breaks the animations up into frames, then arranges those frames. When you shoot your pistol, the code simply triggers a set of animations that run once, then stop back again at the regular model position. They don't draw these things out by hand in any way, it's the same concept, only in 2D engines the animations take up more hard drive real estate.
One other detail is that you need a bitch of a machine to run modern engines such as Unreal. A 350 MHz Pentium 2 with a Voodoo2 or TNT/TNT2 card is passable, but games nowadays are needing 128 MB of RAM (Q3 needs 64, but it only runs well with 92 or 128) and 500 MHz processors. Fallout kicks ass on a P200, and even on my old P100, it shines. On my 475 MHz machine, the difference is negligible (in fact, things STILL drop down to a snail's pace at the Gun Runner's).
Simply improving the Fallout engine is what I believe Black Isle should do. But, prove me wrong guys.