Baldur's Gate Dark Alliance PS2
Gran Turismo 3 A-spec PS2
Truly impressive stuffSome friends of mine ported BGDA from PS2->GC. Technically, the game a extremely impressive. A few fun facts:
1) The level content was tightly streamed. In debug mode you could pull the camera out a bit and see the geo pop in an out just outside of the standard camera view. Because of that...
2) The levels were uniquely textured. Pre-megatexture on PS2. The game was textured using 3DSMAX's standard material. The artists could do whatever they wanted in MAX and it would bake down to a single texture layer. Textures were streamed. So, no repetition. No tiling necessary.
3) They had a dungeon editor in MAX where you could just draw the layout and it would pick geo tiles with the right walls and corners.
4) The polygon count was crazy high. The barmaid had some redic poly count. She had a full body modeled under her cloths.
5) The whole game was coded in less than 10 CPP files. Each one was 10s of thousands of lines long.
6) Everything in the game was hard-coded in C. The menus, the dialogs. If's and char[]s. All hard coded.
7) The water was a bitch to get running well on the GameCube. The same guys went on to make The Conduit.
Some friends of mine ported BGDA from PS2->GC. Technically, the game a extremely impressive. A few fun facts:
1) The level content was tightly streamed. In debug mode you could pull the camera out a bit and see the geo pop in an out just outside of the standard camera view. Because of that...
2) The levels were uniquely textured. Pre-megatexture on PS2. The game was textured using 3DSMAX's standard material. The artists could do whatever they wanted in MAX and it would bake down to a single texture layer. Textures were streamed. So, no repetition. No tiling necessary.
3) They had a dungeon editor in MAX where you could just draw the layout and it would pick geo tiles with the right walls and corners.
4) The polygon count was crazy high. The barmaid had some redic poly count. She had a full body modeled under her cloths.
5) The whole game was coded in less than 10 CPP files. Each one was 10s of thousands of lines long.
6) Everything in the game was hard-coded in C. The menus, the dialogs. If's and char[]s. All hard coded.
7) The water was a bitch to get running well on the GameCube. The same guys went on to make The Conduit.
Truly impressive stuff
Out of curiosity was Baldur's Gate one of the games rumored to have used some sort of bump mapping on the PS2?
7) The water was a bitch to get running well on the GameCube. The same guys went on to make The Conduit.
How did GT3 and GT4 achieve the reflections? I thought they were using cubemaps. The cars reflected properly the environment at any position.We also figured out how to get cubemaps (mostly) working on the PS2. Any guesses how?
Did you run into trouble with the xbox port? Was the port not able to retain its ssaa and water like on ps2?
snowblind did the Xbox port in house
The Conduit did have water surface simulation in a few parts of the game. Check 6:40
How did GT3 and GT4 achieve the reflections? I thought they were using cubemaps. The cars reflected properly the environment at any position.
Near the end of the PS2 lifecycle, the Conduit guys and I figured out how to get "per-pixel lighting" (technically) on the PS2. Basically, we had the VU compute lighting for a 256-normal palette each frame. The object would then use a palettized lightmap that updated in real time. Object space normals only. No skinning. Just amazed that it worked at all.
So you computed the normals of a 256 color palette? What kind of granularity can you even get with that? Isn't that like 16 different angles in two axis?
Truly impressive stuff
Out of curiosity was Baldur's Gate one of the games rumored to have used some sort of bump mapping on the PS2?