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created Zelda: Wind waker Tech and Texture Analysis *picture heavy*
on 08-23-2012 11:45 AM
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, polycounter,
837 Posts,
Join Date Dec 2004,
Location boston hamburg copenhagen
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Awesome thread Warby. Gonna take some time to read thru after work.
Just an FYI: Feet dynamically adjusting to the floor has been around for a very long time. Early examples include Jurrassic Park Tresspasser, Heretic 2 or Looking Glass's Terra Nova.
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, polycounter,
985 Posts,
Join Date Oct 2006,
Location Toronto, ON
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Nice breakdown, I had fun trying to recreate the waterfall shader, more windwaker talk here http://www.polycount.com/forum/showthread.php?t=98578
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, polycounter, lvl. 13,
7,073 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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yeah i read that thread with glee =) i have a slight problem with the top corner of your water fall though ill explain in your thread.
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, polycounter,
837 Posts,
Join Date Dec 2004,
Location boston hamburg copenhagen
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I know the water fall should have separate planes for the textures and needs the top corner needs another animated spike texture, I'd do it differently if I did it again.
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, polycounter, lvl. 13,
7,073 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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This is a fantastic breakdown Warby, great work.
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, Administrator,
8,662 Posts,
Join Date Oct 2004,
Location Toronto, Canada
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A very interesting read indeed!
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, triangle,
409 Posts,
Join Date Jul 2011,
Location United Kingdom
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Warby, I love you!
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, dedicated polycounter,
1,827 Posts,
Join Date Aug 2007,
Location derp land
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About this:
You can see in some places bits where it overlaps the other parts of the environment (i.e. tree stumps)
I would not be surprised if this was just additive blend polygons built on the CPU and drawn directly on the scene once all the solid surfaces have been drawn. The lack of depth testing shows that they were concerned about these polygons clipping into ramps/etc. and they're able to reject the light pools early to stop them showing through walls.
Last edited by JamesWild; 08-23-2012 at 01:22 PM..
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, polygon,
661 Posts,
Join Date Nov 2011,
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That's great dude, I enjoy seeing breakdowns like this, reminds me of my modding days and turning on "r_showtris" for the first time lol.
Feet IK'ing dynamically to the ground has been around for years man, even n64 had that.
keep it up man, its cool lol 
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, triangle,
356 Posts,
Join Date Nov 2009,
Location UK
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This is amazing. Love to see this kind of thing. Looks like there was a lot going on behind the scenes in Wind Waker than I had originally thought.
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, line,
95 Posts,
Join Date May 2012,
Location Wyoming
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wow! This is great  Thanks for posting!
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, polygon,
542 Posts,
Join Date Dec 2010,
Location Sweden
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@james wild yes i also noticed how they sometimes bleed over the corner of a wall or a column i assumed that was an intentional fx kinda like CELSHADING bloom . but your reasoning sounds more likely ! the little tree remains in the bottom right clearly shows that it doesnt draw "behind stuff" on this image however they do get blocked by the torchstands:
making me believe that there is actually a tech difference between the small and the large ones ...
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, polycounter,
837 Posts,
Join Date Dec 2004,
Location boston hamburg copenhagen
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Holy shit! warby you killed this! Absolutely great thread. Bookmarked! Printed! Tattooed on my chest!
You picked a great game to breakdown. It looks uber simple to people but there is so much going on behind the scenes. Showing this to beginners to going to really help people get a handle on how games are done.
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, veteran polycounter,
2,925 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Quote:
Originally Posted by warby
making me believe that there is actually a tech difference between the small and the large ones ...
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I'd imagine that the smaller ones, being so large in number, do a search for the nearest static polygon, and then if that point has line of sight with the camera, draws. This would not work with the larger sources as they're big enough that you'd notice the light pop into sight as you walked into the room. The larger sources, being mostly static, are probably just animated models with some code to change the lighting of any dynamic that walks into it.
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, polygon,
661 Posts,
Join Date Nov 2011,
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great breakdown of wind waker. really interesting stuff! thanks!
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, triangle,
427 Posts,
Join Date Jun 2011,
Location Vancouver, BC
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Quote:
Originally Posted by JamesWild
I'd imagine that the smaller ones, being so large in number, do a search for the nearest static polygon, and then if that point has line of sight with the camera, draws. This would not work with the larger sources as they're big enough that you'd notice the light pop into sight as you walked into the room. The larger sources, being mostly static, are probably just animated models with some code to change the lighting of any dynamic that walks into it.
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wouldnt that require a raycast per lightsource? that sounds mighty expansive or can this kind of stuff get extracted from the zbuffer (probably with a frame delay)
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, polycounter,
837 Posts,
Join Date Dec 2004,
Location boston hamburg copenhagen
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This thread is awesome, I'd love to see similar sort of threads for other games
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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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excellent, super useful analysis on a memorable favorite - Thanks!
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, polycounter,
1,215 Posts,
Join Date Oct 2006,
Location Oakland, CA.
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Quote:
Originally Posted by warby
wouldnt that require a raycast per lightsource? that sounds mighty expansive or can this kind of stuff get extracted from the zbuffer (probably with a frame delay)
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If the basic scene polygons are separated out and optimized well (using a BSP or something though given the above pots-through-walls that's unlikely) it might be very, very cheap.
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, polygon,
661 Posts,
Join Date Nov 2011,
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Freaking amazing!
also I recall feet IKing in the windmill in OoT, (i dont recall if its on stairs/uneven ground too though)
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, polygon,
740 Posts,
Join Date Jul 2010,
Location Vancouver, BC
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Cool read. Every now and then I fire up Wind Waker and just go sailing for a bit. That game was so good--maybe too good.
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, triangle,
458 Posts,
Join Date Mar 2009,
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Great write-up, thanks for taking the time
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a friend from mapcore "redyager" just let me know that its apparently possible to import windwaker models into mario galaxy 2 and use that as a model viewer somehow thought you might find these different perspectives interesting too:
i assume this means that they use the same engine ...
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, polycounter,
837 Posts,
Join Date Dec 2004,
Location boston hamburg copenhagen
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Awesome!
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, Polycount.com Editor,
13,921 Posts,
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