Updated Uru graphics

General debates and discussion about the Guild of Writers and Age creation

Re: Updated Uru graphics

Postby Aloys » Tue Jun 30, 2009 4:36 am

Gravity gun in Teledahn? Hmm that could be fun.. :P
However porting Uru to Source would be a huge piece of work. :o Just because the two engines looks similar on the outside, doesn't mean that they can easily import files. Everything woudl have to be redone from scratch. The meshes, textures, and sounds would be the only thing we would be able to keep. Unfortunately that reprensents around 5% of the total amount of work needed..
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Re: Updated Uru graphics

Postby Chacal » Tue Jun 30, 2009 10:53 am

It would amount to making a new game based on the Source engine. Like "The Ship", an awesome game that deserves more recognition than it got.

While trying my new computer, I installed HL2 and its "Lost Coast" add-on. I have to say the latter had the most beautiful graphics and the greatest immersive feeling I've seen. The seashore I spawned on had everything: waves, true reflections on water, proper lighting and shadows, etc. When you get inside a building, it takes a moment for your "vision" to adapt to the dark, and vice-versa.
I actually thought "if only we had all that with Plasma!"
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Re: Updated Uru graphics

Postby Valdez » Tue Jun 30, 2009 11:53 am

Yes, Source's graphics are stunning indeed. :) This version of source (Source 14) was made in 2007. The original Source Engine was made back in 1998. The nice thing about Source is it has actuall physics. Every object... And I mean EVERY object has its own Bouency, Weight, Possible breakableness/gibs (Gibs are small objects that come off of a larger one. ie. Body parts, pieces of wood, ect..) If you take a look at Garry's Mod (a Modification of HL2 to make it into a Physics sandbox) you can truely see that there are real physics. Pulleys and Hydrolics, Welding and Ropes and axels and Thrusters and trains that work. Source has it's own Gravity setting. It even supports negative numbers so you could Fly upwards instead of being forced onto ground. :P Ok I'm done talking about how great source is. :P Sorry for rambling. :oops:

And yes, I do understand how difficult porting URU into source. I tried doing so with The Ahnonay Cathedral and Sharper's Spyroom. They exported fine, but XSI didn't want to import them. I trust that changes can be made to the age that will make it compatible with XSI. And I do agree with you Chacal.. It probably wouldn't get very much recognition... I do know what 'The Ship' is, and It's setup was interesting....

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Re: Updated Uru graphics

Postby Lontahv » Tue Jun 30, 2009 7:36 pm

We could actually add a gravity gun as it is only that it'd be horrible and slow because we'd be running a whole physics engine in the Python API and warping lots of objects every frame. :P

I've been wanting to add this feature (gravity gun) to the physics code ever since I heard about this OSMOUL contraption. :D

/me predicts that by the time the code comes out he'll be so fried that none of the code he implements will be useful
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: Updated Uru graphics

Postby GregW11 » Wed Jul 01, 2009 11:21 pm

One thing I would love to see is support for widescreen monitors. In both offline and Open Uru if possible. While the stretched resolution hasn't been bothering me too much (it's only really noticeable when the Cyan Worlds animation plays) seeing Uru in true 16:9 could be quite the spectacle.
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Re: Updated Uru graphics

Postby Aloys » Thu Jul 02, 2009 4:49 pm

GregW11 wrote:One thing I would love to see is support for widescreen monitors. In both offline and Open Uru if possible. While the stretched resolution hasn't been bothering me too much (it's only really noticeable when the Cyan Worlds animation plays) seeing Uru in true 16:9 could be quite the spectacle.

Right! Make that #1 on my wishlist. :o
Around 90% of the screens being sold for the last couple years have a 16/9 or 16/10 ratio.. Not to mention laptops. That's one point where Uru suddenly shows its age...
Playing in windowed mode is very annoying. :(
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Re: Updated Uru graphics

Postby GregW11 » Thu Jul 02, 2009 6:38 pm

#2 (possibly): animated Linking panels. The Offline KI with converted MystV Ages proves that this is indeed possible, the panel for Direbo is animated from the Relto bookshelf. While it would involve a major rewrite for some of the Ages (since they have static images) it would be fun to have even just an image rotating around the link-in point.

Hm... a tool for field of view wouldn't be possible, would it? (for everything, not just zooming in and out) It might help out temporarily with the widescreen issues...
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