Reaver_STHLM said:And falling down from the big fortress above the city should, in my opinion, result in my falling to my messy death in the same surroundings I was in before taking the elevator up, if you catch my drift.
Just as you can walk/run/drive from one part of the city, not have any loading and see everything in it, there's not reason why they shouldn't be able to let you fall down and die. However, the fall would probably lasted for 20-30 seconds and noone wants to wait that. The 'simplified' model you meniton is simply a LOD engine at work. Even in J&D you could overview the whole village at the beginning of the level and just run over there and see it upclose. They have to use LOD engine for two reasons - to keep things render fast enough, and to reduce distant geometry and texture detail, as to not fall into the trap of rendering tiny horizontal lines that would produce insane aliasing.lso, the sense of size isn't always up to snuff. I remember playing Ocarina of Time on the N64 and sitting in the big tree overlooking Lake Hylia for HOURS. Just because the world was so vibrant and because it felt so cool that you could go from bein down there, to up here in an instant. In Jak II, you can't really do this. ND have tried hard to give you great views of the city skyline etc. but it doesn't work as well as it should. It's very apparent when they swap the standard model of the city for another one. And falling down from the big fortress above the city should, in my opinion, result in my falling to my messy death in the same surroundings I was in before taking the elevator up, if you catch my drift.
You'll get it later on, in order to be able to finish a mission, after that mission its yours.rabidrabbit said:When do you get the hoverboard to keep? I passed the first test challenge on the arena, but didn't get to own the hb.
marconelly! said:Just as you can walk/run/drive from one part of the city, not have any loading and see everything in it, there's not reason why they shouldn't be able to let you fall down and die. However, the fall would probably lasted for 20-30 seconds and noone wants to wait that. The 'simplified' model you meniton is simply a LOD engine at work. Even in J&D you could overview the whole village at the beginning of the level and just run over there and see it upclose. They have to use LOD engine for two reasons - to keep things render fast enough, and to reduce distant geometry and texture detail, as to not fall into the trap of rendering tiny horizontal lines that would produce insane aliasing.lso, the sense of size isn't always up to snuff. I remember playing Ocarina of Time on the N64 and sitting in the big tree overlooking Lake Hylia for HOURS. Just because the world was so vibrant and because it felt so cool that you could go from bein down there, to up here in an instant. In Jak II, you can't really do this. ND have tried hard to give you great views of the city skyline etc. but it doesn't work as well as it should. It's very apparent when they swap the standard model of the city for another one. And falling down from the big fortress above the city should, in my opinion, result in my falling to my messy death in the same surroundings I was in before taking the elevator up, if you catch my drift.
Seriously, to compare something so mundane as N64 Zelda to *this* is kinda ridiculous.
hey69 said:speaking of progr scan .. can anyone point me to PAL progr scan TV's ?
i 'm planning to buy a new tv, if possible a progr scan one
but I 'm concerned about the price..... hope it isnt that much expensive
Reaver_STHLM said:Yeah, I know it's LOD:ing, and I understand the reasons for it, but throughout the game it feels like ND is actually making an effort not to remind you that everything is seamless. There is not ONE instance in the game where they let you make the transition from "up there" to "down there". That's where the comparison with Zelda comes from, it let you manipulate the world however you wanted to, as did Jak 1 for as far as I played it, if you want a comparison that is closer technically.
Phil said:Reaver_STHLM said:Yeah, I know it's LOD:ing, and I understand the reasons for it, but throughout the game it feels like ND is actually making an effort not to remind you that everything is seamless. There is not ONE instance in the game where they let you make the transition from "up there" to "down there". That's where the comparison with Zelda comes from, it let you manipulate the world however you wanted to, as did Jak 1 for as far as I played it, if you want a comparison that is closer technically.
Unless I completely missunderstood your post, I really can't see how different Jak II is from Jak & Daxter in making that above mentioned transition. In fact, the only thing that I can't think of is that they both have no loading screens and that you could see places where you were moments before. However, I don't recall being able to get there in an instance which would resemble the scenario you described of falling down to the city from above. :?
rabidrabbit said:I'd still put it in the 'Polish top 5':
1. GT3
2. MGS2
3. R&C
4. J&D
5. JakII
I'm not sure I understand what you are talking about, as they obviously load portions of the city around you as you move around, just as they did with the scenery in J&D. If you fell down from above, they would simply load the complete portion of the part of the city where you are falling, and keep the surrounding that you wouldn't get to see from upclose low detailed. As I've mentioned, in J&D you could have a full overview of an area from above, and just walk down there (the very beginning of the game features that, and it definitely doesn't imply any '5m draw-in'), there's really no reason they would be changing the engine behavour that much for the sequel,Oh, and about the technology of it all, I don't think it's really possible to compare driving around in a very populated city at like 50 km/h (which gives the occlusion system loads of time to optimise what we're seing), to falling to your death from a top-down view that would make LOD:ing extremely apparent. The details would be drawn in as you get to like 5 m above the ground, I mean, even when you're driving around it's at 30, imagine where it would have to be if you saw several streets simlutaniously from a top-down view.
They don't use standard LOD, I know, but suggesting that they keep 3-4 models of everything around in the memory at the same time seems pretty far fetched. I think they have some way of 'tagging' parts of the objects details that can fade in and out as you get closer/further from them. It works really, really well, IMO.And no, the game doesn't morph-LOD, it just swaps models/textures.
http://www.play.com/play247.asp?pa=mchp&page=title&r=PS2&title=120247london-boy said:Forgot about "specular lighting" often mispelled into "shiny shine"..
by the way, it must be just me and my brain-blindness, but i still haven't seen Jak2 in the shops.... :? :?