Creating Quality ages

General debates and discussion about the Guild of Writers and Age creation
Jojon
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Re: Creating Quality ages

Post by Jojon »

I am sure everybody are already perfectly familiar with this, but I'll write it down anyway, so that it is perfectly clear:

That nice geometry and lighting in the prerendered Myst games is not *only* down to the excellent artistry and craftsmanship of the creators, but to the fact that they are rendered using raytracing -- a technique which for every pixel tracks the light that flows onto your retina, through the point where the screen intersects it and then follows it through every reflection, refraction, diffusion and so on, until each ray, which may have split into more rays many times on the way, reaches a light source (or is simply deemed to have bounced around long enough not to be expected to finish in reasonable time).
This produces images where every shadow falls in the right place, the water surfaces properly bends what is beneath them and reflects what is above them, etc.
It is also very, very, processor and memory intensive. There ARE realtime demos and games that use raytracing, but always either with some concessions on complexity or running on powerful render farms. Even with every dirty trick known to 3D artists, for really good images you are inevitably looking at long render times, all done by the CPU (bye bye hot graphics card) - this is not within the realtime domain; this is where people actually model every little crinkle on an object and use those many levels of subsurf, splines, CSG and huge image textures and procedurals.

The realtime "game" graphics we are working with is very different, even with the latest hottest rendering engines -- you could slightly unfairly say that it is where all those dirty, but creative, tricks of the raytracing artists comes together, minus the actual raytracing. This is always going to mean you take work off the renderer and have it done beforehand, to make the output "seem right, rather than being right").


Ok, the heart of Andy's argument would seem to be not the merits and disadvantages of various engines themselves, but simply that they have more mature and better documented tools -- looking at result/effort ratio, it doesn't really matter if it is the rendering engine that puts those shadows in their proper place, or the editor, or even the shadows being part of the object (either static or attached to a skeleton for manipulation based on a single lightsource), as long as you don't have to do the tedious, menial work yourself, unecessarily complicating the process - the computer is supposed to work for us, not the other way around, right?

Well, this is difficult - prebaked stuff is always going to mean limitations on some levels, even with what scripts and other tools can do for us, while outstanding results will require low level tweaking (listen to some HL2+ audio commentary to get an idea of how much effort goes into just the technical bit of creating the game world, even with, or rather because of, the richness of the source engine).

It is good to hear that the water animation in Oblivion is based on highly configurable algorithms (I know in Morrowind the water animation is a tiny 32 frame animated bumpmap - pretty sure the reflections is a mirroring trick) - it is still just a surface trick, though, exactly as with Plasma's (algorithmic, whaddoyouknow) interweaving sine waves, that Lon is working on giving us some access to, rather than true fluid dynamics, which I'm not expecting to see in any game anytime soon - well, possibly if the game concept relies on them. :7


I'll spew some more words, while I'm at it -- I seem to remember something was worded in a way that it could confuse new readers, somewhere within the thread, so I'll try to clarify, for their possible benefit, or further confusion:

Python and Plasma. Python scripting for Plasma doesn't draw of "prettify" anything on screen - it is used to *control* stuff. It is the logic glue that ties your pulling a lever to a trapdoor opening under you.

The scripts that translates what you have in Blender into PRP files, that Plasma can understand and also helps with some of the Blender work, happens to be written in Python, but that has nothing to do with the above.

Alcscript does not replace Python. It is (correct me if need be, please) a markup language, rather than a scripting one. Trylon (right?) invented it, to have somewhere to put properties that you may attach to objects, which have no look-alike place within Blender's user interface. This was previously done using entries on Blender's "logic" panel, but since this is a rather clunky interface, if you have more than one, or maybe two properties, alcscript was created, to provide a quicker and more flexible way (at least from a programmer's point of view ;) ).
When you export your age, the alcscript is parsed and corresponding data is generated, so your "Goobledigookness_flag: Wibble", may wind up a single bit set to 1, somewhere in the generated age file.
Many properties involves interactivity between objects and between objects and the user and this is where the alcscript-python distinction may seem slighly muddy, until you know what's going on.

I suppose the next step up in JoeShmoe-userfriendliness, from alcscript, would be if you could intergrate a PRPexplorer-like (or Nifscope-like for you elderscrollers) tool into your Blender workflow. I doubt you could get the programmer type guys to do the change though. :7

Oh dear, it took me so long to write this tripe, I was actually logged out before submitting...
Justintime9
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Re: Creating Quality ages

Post by Justintime9 »

Ok andy, I Understand your desire for more realism, but plasma is what it is, if the python experts can come up with something better, I'll be glad, but as long as the graphics don't look like N64 graphics, I think our ages can be pretty realistic :)
one thing though, once the python is able to support Animations easily... won't it be possible to animate water, and make waves or something? I mean, if we could animate everything else, I don't see why we couldn't make waves...
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andylegate
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Re: Creating Quality ages

Post by andylegate »

I realize that the level of realism I want is more than likely out of reach. That doesn't change the fact that at this point in time, Age Creation is not for the faint of heart. Which is why people that first flocked here, have left. Many would say "Good" on that meaning they only want serious people. But then you have serious people that could do some really outstanding work, if they didn't have to use something that is quite complex. You should be proud of yourself Justin. Many others have given up.

While what I'm asking for (the ability to create Ages with user friendly tools, utilizing things that are quite possible in other games that are 3D) may be quite difficult for the tool developers to make for us, it is not beyond reach. Just a lot of hard work to get there.

Unfortunately when others bring it up, they get ignored, or simply told no. When I mention it, I get punched in the face, accused of trying to make people go somewhere else, or told that I'm not an artist as using pre-fabs in other editors is not what building an Age is all about (being a veteran of using the other editors, I'm quite well aware of that, and you still have to build your own stuff, including terrain, streets, buildings, etc, etc, as using nothing but the prefabs and ingame textures, will make people NOT want to use your map on their servers as it's "the same old thing").

However, I'm hanging my Age Creation Tools up, not because I hate plasma, but because I get so tired of the hostility that greets you here on this forum if you try to think outside the box. Even others have PM'ed me about this, or mentioned it to me on other forums.
So I'll be moving on to doing things in other games, but I'll still be exploring what my Ages look like using different methods as people like Mustard Jeep is doing (with some outstanding results as I understand), simply because that will be fun for me, and not frustrating, nor greeted with hostility if I've done something, or show something that does not follow the Great Manual Of Age Creation (which I've yet to find).

But first I'll be finishing Zephyr Cove as I've promised my team that I would. After that, I'll simply be popping in here to see what's up, and of course I'll always be over at the Maintainers forum, waiting for those Ages from other people to come out so I can help inspect them.

But again Justin, your original idea has a lot of merit in my opinion, and you should feel good about everything you learn here. I'm glad I was able to help you in many cases when you were trying to figure something out. Please keep learning. Maybe one day Age Creation won't involve having to traverse fire and brimstone to learn.
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Jojon
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Re: Creating Quality ages

Post by Jojon »

andylegate wrote:Unfortunately when others bring it up, they get ignored, or simply told no.


Aha - so Kodama is on the dev team!

andylegate wrote:When I mention it, I get punched in the face...


..and Laxman too.


It saddens me that you and others experience hostility. I truly believe that everybody have the best intentions, even though some people can come off as more abrasive than others - sometimes chronically, sometimes just because they've had a bad day.

Maybe one day, when you drop in, you'll find things have finally advanced to a stage you find acceptable. Let's hope so. :)

Damn... Am I going to have to be the one to pick up your dropped cape as the pusher of the envelope? I really don't have the jawbone density for it... :7
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greendragoon
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Re: Creating Quality ages

Post by greendragoon »

Andy, please don't go. Not mad like this. :( The guild needs as many strong writers as it can get in this early stage. The only way we will one day have more complete, easier to use tools is if we stick together and work slowly but surely toward that goal.

It seems to me that there are a lot of hurt feelings right now. This makes me sad. :cry: Especially now in the last 36 hours of Uru Live. Maybe we all need to stop, step back and get back to our roots. Reflect on why we came here and what we want to accomplish. I make it a point never to act while I'm angry. Any decision I make in anger is a decision I usually regret later. I personally intend to put down my pen, go back to the cavern and enjoy myself as much as I can before I get booted out.

Devs, take a break form that code. We can wait a few extra days for those features. Writers, take a break from writing. I'm sure your age can wait a few more days and I'm sure the ideas will flow much more easily with a clear head. Justin, I'm really sorry your thread took such a dark turn. And everyone, I'll see you in the cavern. :)
Robert "greendragoon" Starbuck
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I will explore.
And as long as my Relto shelf is unfilled,
I will build.
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boblishman
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Re: Creating Quality ages

Post by boblishman »

greendragoon wrote:Andy, please don't go...


Ditto ... 100% ditto ... this forum (and Age Creation) will be a VERY poorer place without you
when it comes to Age creation ... "DOH" seems to be my middle name...
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D'eux
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Re: Creating Quality ages

Post by D'eux »

Please don't feel the need to leave, especially as a reaction to anything I (or anyone else) has said.

I certainly had no intention of 'punching you in the face' verbally or otherwise, and my comments while somewhat direct are not directed singularly at you or anyone else. They are intended to be a realistic assessment of how Plasma *can* look like what other game engines are able to produce (with a large amount of convoluted effort and the sacrifice of the odd goat or two I'll admit), but they certainly aren't supposed to be taken as a personal affront. I truly apologise if anything I have said has upset you and I have obviously made a grave error in misunderstanding just how much experience you already have with game content creation and modification.

I share your frustrations, I really, really do. But as has already been said, pioneers and trailblazers have never had it easy and we as a community are on the very cusp of achieving great things by the *very absence* of easy to use tools and utilities. I try and see that as a challenge and not as a curse.

-: D'eux :-
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Aloys
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Re: Creating Quality ages

Post by Aloys »

Wow, what is going on here today?...
Uru Live is ending tomorrow evening, now doesn't seem like the the best time to have those kinds of discussions..
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Lontahv
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Re: Creating Quality ages

Post by Lontahv »

I'm sorry Andy, I think I was a misunderstanding on my part. Plasma's never going to be the "best" thing to make worlds in but, it will be to make ages in. Uru is bound to Plasma, Ages are bound to Plasma, we use it because it's what's used for Uru--we are trying to add to Uru--so even if Plasma was awful(as the documentation is for PyPrp) we would use it because it's what makes Uru, Uru.

Now I think I can see through your eyes. You're a dreamer, I'm a Plasma-constrained age builder. You know how simple some things are to do in other engines--I don't. I do think that the water will fit your dream of how it should be. It looks like it'll use Dynamic-Envs which means no maps to be rendered. It'll be kind of automatic (except for the edge ripples :P ). It's looking like it'll take a bit more time than I expected but, I'll get it working sooner or later. The best thing to do is just stick around.

Oh, and the new cave for ZephyerCove looks great. Maybe you should look into light-baking when you know how to do it, it's pretty simple, if it looks good in blender render it'll look good in-game. Here's the tutorial:

http://guildofwriters.com/wiki/Lightmapping

It looks like a lot until you get your mind around it, then it's a breeze. If you need help, just PM me. :)

~Lontahv
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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BAD
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Re: Creating Quality ages

Post by BAD »

I am going to write this once and after that I expect everyone to follow what I say.

This is NOT the time to make decisions on your status in this community. If you insist on throwing over dramatic fits at each other I WILL lock this place up. I will have a zero tolerance for this kind of stuff. This is not the place to empty your emotions out on the populace. There are tons of other forums out there that will more than accommodate your anger and frustration.

THIS FORUM IS A WORKING FORUM. IT IS FOR THE DEVELOPMENT OF TOOLS AND AGES FOR URU GAMES. NOTHING MORE, NOTHING LESS. ANY FORM OF DISTURBANCE OR ABUSE WILL BE DEALT WITH IN A QUICK AND FAIR WAY.

IF YOU FEEL SOMEONE IS BEING ABUSIVE, OR AGGRESSIVE, PLEASE INFORM ONE OF THE FORUM STAFF WITH YOUR PROBLEM AND A WARNING CAN BE ISSUED TO THAT PERSON. IF SOMEONE USES UP THE FAIREST AMOUNT OF WARNINGS WE WILL GIVE THEM, THEY CAN BE SUBJECT TO BAN, SUSPENSION, OR PUBLIC REPRIMAND.

PUBLIC REPRIMAND ENTAILS ME TELLING EVERYONE WHAT YOU DID AND THE REASON YOU REFUSE TO STOP. THIS WORKS AS A WARNING TO ALL ABOUT YOUR BEHAVIOR, AND A WAY TO SEND A MESSAGE TO YOU THAT NO ONE WILL TOLERATE YOUR BEHAVIOR.

I THINK YOU ALL UNDERSTAND WHAT A SUSPENSION AND BAN ARE.


Lastly, on a personal note,

I am not angry. I am using caps to make sure everyone understands the consequences of harassment on this board. Even if it is mild, or unintentional, we cannot allow anyone leverage over others in any personal way.

BAD
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