Game Development Community

Torque v. UT: Head2Head

by Eric Forhan · in General Discussion · 04/24/2002 (8:21 pm) · 28 replies

Because of a recent rather eye-opening thread about the capabilities of the TGE, I thought I'd see what I could do with it. So, I challenged myself to copy a particular scene I like from Unreal Tournament.

ALL 3D objects are made in worldcraft Hammer--including the light fixtures and stained glass. I'm not an artist, and have only seriously been trying to learn WC for a couple weeks (with much of what I learned in the last two days while doing this). :-) The halo around the UT lights is some kind of billboard that actually grows larger the further you go from it, but nearly disappears when close. I didn't mimic this, but I believe a billboard would do the job nicely.

Most of the free textures are from http://3dcafe.com.
The rock walls is from Garage Games' Realm Wars. Any others I made.

Ok... "'nuff talk", sayeth the Orc King.
www.geocities.com/eforhan/utchallenge.html


***NOTE: NO HOBGOBLINS WERE HARMED IN THE MAKING OF THIS MODEL***

EDIT: Thanks to badguy for the URL fix. ;)
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#21
04/26/2002 (11:11 am)
That last attempt ls looking pretty darn close... I like the glowing lamps. Using the particle emitter was a cool idea, though it would probably be a little expensive to do for all lights.
#22
04/26/2002 (2:37 pm)
The things you'll wind up missing in the end are, specular highlights and the shininess factor. ie, in UT metal looks like metal, glass looks like glass, wood looks like wood. And that is independant of the artwork.
(try it with the same metal from UT to TGE, one reflects and has shine the other does not)

Hopefully someone in the community or GG themselves will take the time to improve the renderer so we can get away from the colored pencil look.

Its still very impressive though.
#23
04/26/2002 (2:48 pm)
Great!
I wonder if Spock's flare routine would work there. It's actually pretty neat to see the particles in action--I couldn't tell you if it'd be too taxing. My AMD700MHZ w/a Radeon64SDR (7200) did just fine at the highest settings. I put it in the middle of the "Stronghold" RW map. Of course, I wasn't fending off half a dozen crazed orcs in that room, either. ;)

I borrowed the UT textures to copy the Agony scene. Wow... what a pain. Getting and texturing were the easy parts--trying to get the lights to work at all was the killer. Apparently, part of the UT light system is EXTREMELY dark textures, I suppose for more control of the light as well as making the lights look brighter.
I took a screenshot of Agony in D3D mode because the glint on the women must be OpenGL-related. I happen to like the glint look, and it so happens that my Radeon likes OpenGL. :)
I think, though, you'll be hard-pressed to find many major differences between my interior and their D3D version, save for the coronas/halos (Tim?;) ).
Interestingly, it would seem the glints mentioned above are some type of special texture(?) or lightmap that is put over the glass. You can kind of see it on the closer gal's arm--looks like scratches. It's not on the regular picture, nor is it in the D3D version.

I uploaded the newer pic w/the custom textures. The beams are darker.

D3D compare (All UT textures): www.geocities.com/eforhan/utchallengeD3D.html
OpenGL compare (non UT textures): www.geocities.com/eforhan/utchallenge.html

I'm also curious how radiosity lighting would change the look?
#24
04/26/2002 (3:08 pm)
You're definately getting there. Nice work.
#25
04/26/2002 (6:39 pm)
[ redundant ]
#26
04/26/2002 (8:57 pm)
Here's a very quick and dirty test of the billboarding idea:

Billboard glow

It shows three glowing lights.
#27
04/26/2002 (9:39 pm)
Those are nice. I wonder how billboards compare to particles or Spock's flares, in both resources and looks. The billboards probably stay the same size no matter what distance? I suppose it could be scaled via a script, though I'm not sure how hard on the engine that might be.
#28
04/29/2002 (5:25 pm)
Reduce the ambient light levels?

That's the only thing I really notice as different between the two shots, the Torque images don't seem to rely on the light sources to light the map...
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