Ambrosia Garden Archive
    • Large textures and Advanced character motion?


      I have three concerns that I gathered from the screenshots:

      1. Tiny repeating textures to fill gaps between objects and landforms.
      2. Primative 8-way character motion.
      3. Limited animated textures and objects.

      Obviously I can't judge Coldstone by a few screen shots and movies... but I am wondering if the Coldstone Final Release will allow the use of large repeating textures (up to 512x512), advanced character motion (upwards of 32 individual animations), as well as movie-style textures and objects with large numbers of frames.

      I've gathered from some of the information that I can import a QT movie for use as a spell animation for instance. Can multiple animations be overlayed on top of one another with various composit filters (ie. translucency, screen, overlay). And when scaled can Coldstone take advantage of the player's video card by doing bilinear/cubic interpolation on the animation?

      Thanks!
      Kevin

      ------------------

      (This message has been edited by Kevin (edited 01-22-2001).)

    • Eight-way isn't so bad, but if Ambrosia could make EV so smooth, I'm sure something could be worked out, it's possible, right?

      ------------------
      Placeholder Signature

    • Quote

      Originally posted by Kevin:
      **I have three concerns that I gathered from the screenshots:

      1. Tiny repeating textures to fill gaps between objects and landforms.
      2. Primative 8-way character motion.
      3. Limited animated textures and objects.

      Obviously I can't judge Coldstone by a few screen shots and movies... but I am wondering if the Coldstone Final Release will allow the use of large repeating textures (up to 512x512), advanced character motion (upwards of 32 individual animations), as well as movie-style textures and objects with large numbers of frames.

      I've gathered from some of the information that I can import a QT movie for use as a spell animation for instance. Can multiple animations be overlayed on top of one another with various composit filters (ie. translucency, screen, overlay). And when scaled can Coldstone take advantage of the player's video card by doing bilinear/cubic interpolation on the animation?

      Thanks!
      Kevin
      **

      At the risk of being hoisted on my own petard... Much of what you are asking is available in the various threads on this list. But it is just discussion since Coldstone is still in beta and only Ambrosia and Beenox knows if it is even 'feature frozen'.

      This is not to 'cut you off', but to suggest that you peruse previous posts. However, to save you time I will try to partiually answer your questions (to some degree of validity).

      As to 2), 8-way character motion-- Coldstone uses standard 'tiling' to lay out the playing field. Thus 8-way motion is the max for play.

      1. How the game looks, however, isn't restricted.

      2. The issue of 'intended audience' hasn't been made clear... Perhaps Coldstone will provide 'professional production quality' features, but it is my belief that it is intended to appeal to a more amateur audience. However, in situ character animation can be produced with all that you wish to include before bringing into Coldstone.

      Skip

      ------------------
      ...it wasn't me...

    • Quote

      Originally posted by Kevin:
      **Obviously I can't judge Coldstone by a few screen shots and movies... but I am wondering if the Coldstone Final Release will allow the use of large repeating textures (up to 512x512)
      **

      There is no limitation on that. Some maps in PoG (the game we are developing using Coldstone)use only one huge 3D rendered texture (bigger than 512x512).

      Check this screenshot for example: (url="http://"http://www4.macnn.com/games/features/0101/coldstone_04_lrg.jpg")http://www4.macnn.co...tone_04_lrg.jpg(/url)

      ------------------
      Dee Brown
      Coldstone Game Engine developer
      Beenox inc. - (url="http://"http://www.beenox.com")www.beenox.com(/url)

      (This message has been edited by Dee (edited 01-23-2001).)

    • Quote

      Originally posted by Kevin:
      2) Primative 8-way character motion.
      (/B)

      Diablo 1 uses 8-way character motion, if I remember correctly. I know it's kind of old, and I'm not certain of Baldur's gate or Diablo II, but a lot of respectable games have 8-way motion limitations.

      ------------------
      People who claim the sky is falling obviously aren't aware the earth is falling, too.

    • As far as I can tell, DII also uses 8 way motion. Then again I could be wrong and it might use 16.

      ------------------
      Was it the Chad?
      --------------------------------
      Make sure you visit the Coldstone Hotline Server run by GlueBubble. The IP is:
      65.4.86.190

    • Quote

      Originally posted by Dee:
      **There is no limitation on that. Some maps in PoG (the game we are developing using Coldstone)use only one huge 3D rendered texture (bigger than 512x512).

      Check this screenshot for example: http://www4.macnn.co...tone_04_lrg.jpg

      **

      That actually seems like a good idea. How you would create those kinds of effect quickly with tiles I do not know. I'm thinking that large single tiled maps might be te way to go.

      ------------------
      Was it the Chad?
      --------------------------------
      Make sure you visit the Coldstone Hotline Server run by GlueBubble. The IP is:
      65.4.86.190

    • Quote

      Originally posted by DarkBlade:
      **That actually seems like a good idea. How you would create those kinds of effect quickly with tiles I do not know. I'm thinking that large single tiled maps might be te way to go.
      **

      The only real issue (well, two) is the memory requirements for one large tile (and loading time when entering location). For example:

      If you create a map/location of size 50x50 32sq. 'movement tiles' as one PICT at 16 bit depth, then it will require 50x50x32x32x2 = 5.128 Mbytes. If instead you created it with say 50 32x32 tiles, then it would use around 200 kbytes, 1/10th the memory overhead. When entering the area, a 5 Mbyte file would be loaded from the disk in the first case, but only a 256k file need be loaded for the second.

      The reason this occurs is of a somewhat technical programming nature. But think of it this way: In the second case, 50 32x32 tiles need to be in 'memory' and then moved to the 'video buffer as needed for display. In the first case the full 5 Mbyte image would be in memory and the needed sections would be moved to the video buffer for display.

      For relatively small sized map/locations, one 'large' tile will work quite well. (say 20x20).

      Skip

      ------------------
      ...it wasn't me...