Go Back   Beyond3D Forum > Embedded 3D Forums > Console Forum > Console Games

Closed Thread
 
Thread Tools Display Modes
Old 31-Jul-2008, 22:05   #401
Ostepop
+ 1
 
Join Date: May 2006
Posts: 3,415
Default

Quote:
Originally Posted by RenegadeRocks View Post
Hmmm...so, the cover can be completley destroyed ! Thats cool, as I thought it would be only partially destructible, but as shown in this AI demo, it is completely destructible and then the AI moves to find another cover.
I think i read in some preview saying that cover can only be completely destroyed in some parts, and in others not.

Edit:
Quote:
Originally Posted by ign

Killzone 2 can do some pretty nifty destructible terrain when it wants to. One section we played (and which you can see in the LiveWire Demo from E3) was essentially a Helghast shooting gallery. You hop behind a gun emplacement facing a building that's had the front wall sheared away to reveal the floors inside. Helghast run out on multiple storeys to try and take you down, but they're no match for the awesome power of your heavy weaponry. Not only do you mow the Helghast down, you mow the barricades they try to hide behind, you chunk out cement from the walls, and eventually you bring huge sections of the structure to the ground. It's awesome, but sadly not reflective of the wider game, where most structures are impenetrable.
__________________
"I'm going to get rich when i figure out how to stab people over the internet"
Ostepop is offline  
Old 31-Jul-2008, 22:41   #402
deepbrown
Senior Member
 
Join Date: Apr 2007
Posts: 2,936
Default

Quote:
Originally Posted by Ostepop View Post
I think i read in some preview saying that cover can only be completely destroyed in some parts, and in others not.

Edit:
I think that's about buildings. Still...it would make sense for not ALL cover to be destructible...eg. it depends on the material the cover is made of.
deepbrown is offline  
Old 31-Jul-2008, 23:26   #403
Antan
Member
 
Join Date: Jul 2007
Location: Thornaby
Posts: 290
Default

"it depends on the material the cover is made of."

Lego.
Antan is offline  
Old 01-Aug-2008, 00:57   #404
deepbrown
Senior Member
 
Join Date: Apr 2007
Posts: 2,936
Default

Quote:
Originally Posted by Antan View Post
"it depends on the material the cover is made of."

Lego.
That'd be a fine way to show off the physics
deepbrown is offline  
Old 01-Aug-2008, 13:48   #405
RenegadeRocks
Senior Member
 
Join Date: Oct 2005
Posts: 1,663
Default

Quote:
Originally Posted by Ostepop View Post
I think i read in some preview saying that cover can only be completely destroyed in some parts, and in others not.

Edit:
Ya, I have read that too, but I had presumed after the 2007 trailer that only cement blocks would chip-off from pillars and the metal rods inside remain. I was under the impression that this would hold true for all the cover objects, to preserve the basic layout of the map maybe or so that path finding doesn't change.Even Unreal engine3 presentation video showing destructible cover had only cement chipping-off while the iron rods remained, so that no new paths opened up.

The new fact that path finding and collision detection are not limiting destructibility is what I was talking about.So, now unless it is an important pillar of the structure or something, we can expect to throw a grenade and destroy cover.
__________________
We are Renegades, we are the people, with our own philosophy.
We change the course of History, everyday people like U and Me !
RenegadeRocks is offline  
Old 18-Aug-2008, 16:36   #406
Gradthrawn
Senior Member
 
Join Date: Jun 2006
Location: Michigan
Posts: 1,129
Default

Here's an article discussing the technique(s) behind the oft talked about building explosion seen by journalist at E3 (I think it was E3). Apparently they're using an app called Houdini with models imported from Maya. They say they're using a combination of pre-calculated and real-time physics.

Quote:
"That's the magic of Houdini: because the physics have been pre-calculated and baked into the animation, they don't require a whole lot of processing power," Ben says. "This allows us to model much more variety in them. We can even increase the overall complexity of the scene by adding real-time physics on top."
A video of the building in question (apparently just one of many) is also available.


On a side note, I vote for a thread name change to make this thread easier to find. Perhaps just simply "Killzone 2 Discussion and Media."
Gradthrawn is offline  
Old 18-Aug-2008, 16:50   #407
ultragpu
Member
 
Join Date: Apr 2004
Location: Australia
Posts: 1,140
Default

just something i noticed lately, the lights from the MP seems much dimmer than the SP from 2007. there's a big difference in brightness from what i can see. anyone else think so?
ultragpu is offline  
Old 18-Aug-2008, 16:57   #408
patsu
Regular
 
Join Date: Jun 2005
Posts: 12,006
Default

Em... there is one whole row of lamps in the first picture.
__________________
Ask them if they like Rez... or Robotron... or guitar-based rock music... or art projects... or... life. If they say yes to any of these things, then tell them to shut the fuck up and go play Everyday Shooter because it will make them happy to be alive.
-- DeceitDecide@GAF
patsu is offline  
Old 18-Aug-2008, 19:58   #409
RenegadeRocks
Senior Member
 
Join Date: Oct 2005
Posts: 1,663
Default

Two different areas, I don't think we need to compare it. Even if the lights have been dimmed, it would be an artistic decision not technical, so no worries there.

Quote:
Originally Posted by Gradthrawn View Post
Here's an article discussing the technique(s) behind the oft talked about building explosion seen by journalist at E3 (I think it was E3). Apparently they're using an app called Houdini with models imported from Maya. They say they're using a combination of pre-calculated and real-time physics.



A video of the building in question (apparently just one of many) is also available.


On a side note, I vote for a thread name change to make this thread easier to find. Perhaps just simply "Killzone 2 Discussion and Media."
From what you have quoted from the article it seems that for that particular event, the animation is baked into the vertices and a trigger would initiate it and thay would fall in the same way.But the devs saying that they can add realtime physics on top of baked animation is new to me. Guess they must be using the same logic they use to add ragdoll into the mocap animations( I mean the transition b/n them)
__________________
We are Renegades, we are the people, with our own philosophy.
We change the course of History, everyday people like U and Me !
RenegadeRocks is offline  
Old 18-Aug-2008, 20:13   #410
Laa-Yosh
member
 
Join Date: Feb 2002
Posts: 4,363
Default

They've probably added distance based fading to the light flares, makes sense and shouldn't be too complicated to implement.
__________________
My opinions do not represent that of my employer blah blah etc.
Laa-Yosh is offline  
Old 19-Aug-2008, 17:56   #411
Need 2 Know
Member
 
Join Date: Jul 2008
Location: UK
Posts: 276
Default Killzone 2 - Online Multiplayer Trailer

VIDEO

Looking good,
Need 2 Know is offline  
Old 19-Aug-2008, 18:45   #412
RenegadeRocks
Senior Member
 
Join Date: Oct 2005
Posts: 1,663
Default

Quote:
Originally Posted by Need 2 Know View Post
VIDEO

Looking good,
SEXY ! This is the best trailer by far! I loved it ! Simple yet effective!
__________________
We are Renegades, we are the people, with our own philosophy.
We change the course of History, everyday people like U and Me !
RenegadeRocks is offline  
Old 19-Aug-2008, 18:52   #413
Nesh
Regular
 
Join Date: Oct 2005
Posts: 5,099
Default

That looks awesome!

Especially the stage with the ashes floating in the environment
Nesh is offline  
Old 19-Aug-2008, 19:43   #414
patsu
Regular
 
Join Date: Jun 2005
Posts: 12,006
Default

Just watched it.

Very nice flow. Got me excited for R2
Good thing this game is delayed until Feb 2009. I wouldn't know how to balance my time between these 2 games.

The sniper is just way too cool and powerful. The engineer looks fun too. I assume he's the one controlling the flying bot as well as the sentry guns. The medic seems too effective (I will certainly take him out first on the field).

I'll like to see what other roles can do in the next trailer.
__________________
Ask them if they like Rez... or Robotron... or guitar-based rock music... or art projects... or... life. If they say yes to any of these things, then tell them to shut the fuck up and go play Everyday Shooter because it will make them happy to be alive.
-- DeceitDecide@GAF
patsu is offline  
Old 19-Aug-2008, 20:48   #415
Laa-Yosh
member
 
Join Date: Feb 2002
Posts: 4,363
Default

Nice! They even have reflections on the fighter plane, so the rendering engine has probably gained some new features as well.
__________________
My opinions do not represent that of my employer blah blah etc.
Laa-Yosh is offline  
Old 19-Aug-2008, 21:14   #416
Terarrim
Member
 
Join Date: Jun 2007
Posts: 171
Default

Superb looking trailer. Really gives me a mixture of tf2 and counter strike vibes. Seems to be very fast and smooth to for 30fps game. I really love the amount of effects like smoke, bullet impact, distructable pillars, explosions and the aircraft being blown up to.

The viceral feel (blood, mo cap death etc) combined with the dank dark environments really give this game a superb atmosphere imo.

For the moment the engineer, medic and sniper all seem to be very very powerfull cararcters atm.

Really looking forward to this single and multiplayer.

Out of intrest based on physics, and graphical prowess how does everyone think the tech and art stand up to other multiplayer fps?
Terarrim is offline  
Old 19-Aug-2008, 21:18   #417
slider
Senior Member
 
Join Date: Jun 2005
Posts: 1,013
Default

Very nice. Some glimpses of weather too (although not necessarily in gameplay) which seems promising.
slider is offline  
Old 19-Aug-2008, 21:18   #418
obonicus
Senior Member
 
Join Date: May 2008
Posts: 4,109
Default

Are the Vektans wearing some glowy thing on their suits? I noticed a blue glow, but it didn't seem nearly as noticeable as the Helghasts' glowing red eyes. If snipers/stealth types can stay permanently cloaked, it'd be fine, but otherwise it could be a PITA to be a stealthy Helghast type.
obonicus is online now  
Old 19-Aug-2008, 21:21   #419
Terarrim
Member
 
Join Date: Jun 2007
Posts: 171
Default

Quote:
Originally Posted by obonicus View Post
Are the Vektans wearing some glowy thing on their suits? I noticed a blue glow, but it didn't seem nearly as noticeable as the Helghasts' glowing red eyes. If snipers/stealth types can stay permanently cloaked, it'd be fine, but otherwise it could be a PITA to be a stealthy Helghast type.
Yes your right Vektans have the blue to identify them. Similar in single player game to where the Vektan vechiles have blue lights to identify them.

MM wonder if they would ever have a Red Dwarf moment, and change the light bulbes :P.
Terarrim is offline  
Old 19-Aug-2008, 22:35   #420
patsu
Regular
 
Join Date: Jun 2005
Posts: 12,006
Default

Quote:
Originally Posted by Laa-Yosh View Post
Nice! They even have reflections on the fighter plane, so the rendering engine has probably gained some new features as well.
Didn't notice it the first time round. The effects in KZ2 are quite subtle (to me) at first. Now I can see more and more post processing.

Quote:
Originally Posted by slider
Very nice. Some glimpses of weather too (although not necessarily in gameplay) which seems promising.
Yes, I was hoping to see rain
... which would make the lightning more deadly.
__________________
Ask them if they like Rez... or Robotron... or guitar-based rock music... or art projects... or... life. If they say yes to any of these things, then tell them to shut the fuck up and go play Everyday Shooter because it will make them happy to be alive.
-- DeceitDecide@GAF
patsu is offline  
Old 19-Aug-2008, 22:43   #421
Laa-Yosh
member
 
Join Date: Feb 2002
Posts: 4,363
Default

Reflections isn't interesting because of post processing, but because there's no separate channel for it in the G-buffer - at least based on the information so far. So either they're doing some trickery, or the ship is forward rendered, or something like that - all in all an interesting question.
__________________
My opinions do not represent that of my employer blah blah etc.
Laa-Yosh is offline  
Old 19-Aug-2008, 23:05   #422
Terarrim
Member
 
Join Date: Jun 2007
Posts: 171
Default

With 4 SPE's doing a fair amount of the graphical work shoudn't that mean the RSX has more room for other things?
Terarrim is offline  
Old 19-Aug-2008, 23:10   #423
ManuVlad3.0
Member
 
Join Date: May 2004
Location: Brasil
Posts: 290
Send a message via MSN to ManuVlad3.0
Default

720p version
ManuVlad3.0 is offline  
Old 19-Aug-2008, 23:58   #424
patsu
Regular
 
Join Date: Jun 2005
Posts: 12,006
Default

Quote:
Originally Posted by Laa-Yosh View Post
Reflections isn't interesting because of post processing, but because there's no separate channel for it in the G-buffer - at least based on the information so far. So either they're doing some trickery, or the ship is forward rendered, or something like that - all in all an interesting question.
[wag tail]

A technical tidbit ! Hopefully, the mods will jump in and comment further.

EDIT:

Quote:
I'll like to see what other roles can do in the next trailer.
I didn't see this last time:
http://www.psu.com/Killzone-2-badge-...0004245-p0.php

Quote:
Rifleman:
The default multiplayer character is assigned when no primary badge is selected. A secondary badge may still be added. Riflemen can start with most weapons, except for the specialized ones.

Engineer:
Primary badge ability - Sets up an automated turret which targets the enemy
Secondary badge ability - Repairs ammunition dispensers, mounted guns, and automated turrets

Medic:
Primary badge ability - Revives downed team mates
Secondary badge ability - Throws a health pack, which can be picked up by other players

Scout:
Primary badge ability - Uses a cloaking suit to become near-invisible
Secondary badge ability - Tags all on-screen enemy players with a hidden marker, which broadcasts their coordinates to team mates

Assault:
Primary badge ability - Dons heavy armor twice as strong as normal
Secondary badge ability - Temporarily boosts running speed

Tactician:
Primary badge ability - Throws a coloured smoke grenade, which serves as a spawn point
Secondary badge ability - Requests air support from a sentry bot which targets the enemy

Saboteur:
Primary badge ability - Assumes the disguise of a randomly selected enemy player
Secondary badge ability - Throws a sticky, proximity-activated C-4 charge
Looks interesting enough, I wonder how it will all play out.
__________________
Ask them if they like Rez... or Robotron... or guitar-based rock music... or art projects... or... life. If they say yes to any of these things, then tell them to shut the fuck up and go play Everyday Shooter because it will make them happy to be alive.
-- DeceitDecide@GAF
patsu is offline  
Old 20-Aug-2008, 07:18   #425
RenegadeRocks
Senior Member
 
Join Date: Oct 2005
Posts: 1,663
Default

Just checked out Killzone.com and there are so many story articles there to read! I missed out on them after they revamped the site.

http://www.killzone.com/kz/news.psml...kz_news_page=0
CHeck for more stories on the right hand side panel.
Hmm...So, the bandana guy's name is Shawn Natko! Atleast now we have a name when we discuss whether he is the coolest of the squad !
And here is a character model progression of Rico's face

Rico'sProgression


Looks like I was right when I said that Rico's face had changed from the last year's trailer!
__________________
We are Renegades, we are the people, with our own philosophy.
We change the course of History, everyday people like U and Me !

Last edited by RenegadeRocks; 20-Aug-2008 at 07:31.
RenegadeRocks is offline  
Closed Thread

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +1. The time now is 13:47.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.