Tony Hawks Curtesy of MBX...

Dave Baumann

Gamerscore Wh...
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http://www.mitrax.de/display-artikel.php?file=page03.htm

idea_th2.jpg
 
All right, got it. Needed to refresh the page a couple time then open it from the link again, but I got it working.
 
The filtering reminds me of my Kyro. Is it based on that? or it is just the texture quality?

Anyway, Tony looks a lot better than it does on my SE T310, so congrats!

PS It does say "rendering features only found in PC space". Since Series 4 never saw "PC space", i guess it is Kyro :devilish:
 
well it looks much better than my ngage :)

very impressive. Hopefully i can buy the hardware in something soon .
 
The character model is pretty detailed as you can see muscle definition on his arm and crumpling of the fabric in his clothing. Definitely not the level of detail I'm used to for portable games, but these quick and early ports still never represent much of a system's potential.
 
Here's a shot of the Dreamcast version (when it was still unfinished), an interesting comparison:

tho1.jpg


I wonder about the development of this MBX version of Tony Hawk: How much is ported, how much is custom? Any of it based off of general code, code from the Dreamcast rev, code from the PSOne rev, code from versions on other portables, code from the PC versions?

It'd be interesting to see how they're handling this now, as it's getting ported to every system and then some. For reference, the DC revision was really just an accelerated PSOne port... from its Gamasutra Postmortem:

"We figured that since for this project we had three programmers (Sean hadn't come on board yet), a Playstation dev system, and a lot of DC familiarity, we have it running in just one month."

"Early on we decided we weren't going to use the Dreamcast's wonderful floating-point math because we didn't want to introduce errors into the code before we even had it up and running."

"We estimated how much we'd have to do to get past limitations in the code that prevented the Dreamcast from hitting its full stride and it ran out into several weeks. Since we weren't doing a fighting game, all that 60FPS would have gotten us would have been a nice marketing bullet point."

"With new power comes new responsibilities, such as fully taking advantage of all those polygons by implementing extra joints in the characters (at the shoulders and necks for example), weighted vertices, and cloth and hair systems. Our other Dreamcast games have these features but we were locked into the animations from the Playstation version of Tony Hawk so we couldn't add shoulders nor could we move pivots for more natural bends. And the skaters in Tony Hawk go into extreme poses while performing stunts. For instance, when they crouch really low on their skateboards their knees get pointy, and when they put their arms over their heads their shoulders dip and they look like balloon animals. We did the best we could by hacking in weighted vertices on the knees but the hack made the shoulders look even worse so we left them the way they were."

"We had similar problems with tools -- we never did fully understand Neversoft's Max plug-in and were limited in what we could do to improve the levels because of it -- as well as with some of the source code."
 
Lazy8s:

> The character model is pretty detailed as you can see muscle definition
> on his arm and crumpling of the fabric in his clothing.

It's called "texture mapping".
 
It's always just polygon and texture effects, but clearly I was talking about a quality of detail being represented there - that's not near the level of the PSOne model.
 
cybamerc said:
Lazy8s:

> The character model is pretty detailed as you can see muscle definition
> on his arm and crumpling of the fabric in his clothing.

It's called "texture mapping".
:LOL: :LOL: :LOL: ahhh that was funny.....
 
Lazy8s said:
The character model is pretty detailed as you can see muscle definition on his arm

Muscle definition on his PURPLE arm??? :oops: He must have taken a REALLY bad tumble or something...! I thought that was a long-sleeved sweater myself, hehe.

Besides, where are all those PS2-bashing, poo-flinging monkeys screaming about blurry textures? :LOL:
 
*Waits for someone to come in praising the IQ, <TOTAL LACK OF ALIASING OOOOOHHH>*


Really though, what's this platform anyway? Ngage 2: Revenge? Cellphone? What is it running on?
 
cybamerc said:
Lazy8s:

> The character model is pretty detailed as you can see muscle definition
> on his arm and crumpling of the fabric in his clothing.

It's called "texture mapping".

ROFL my thoughts exactly.



Looks like n64 quality to me, but that's really not enough to pass judgement....
 
The model quality is near what they use for this gen's console versions. You can make out the kind of details that weren't portrayed well last generation.

Tony Hawk N64
tony_hawk_pro_skater3.jpg


The N64 version wasn't running above 30fps either.
 
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