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Remedy's Dev Tools

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  • #16
    Re: Remedy's Dev Tools

    In another forum, someone wanted me to ask you a question. So samiV, please answer if it's possible.

    We see the game has a very nice lighting and shading system.
    Can you explain more about it. What tools and methods do you utilize?
    Origami models on my YouTube: GeneTheWinter

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    • #17
      Re: Remedy's Dev Tools

      I remember Markus mentioning something about the levels being having ambient occlusion prerendered into the maps on top of the dynamic/volumetric lighting. That's pretty clever when you think about it, because the AO doesn't need to change with the rest of the lighting (e.g. from day to night), but offers a subtle (yet significant) improvement to the visuals.

      Personally I'd be interested to know if Remedy experimented with, and had any success with realtime subsurface scattering on the characters (and if so, how). That's been all the rage in rendering for the last 5-7 years or so, and it's only a matter of time before it becomes commonplace in games (I know Crysis used it, but I'm not sure about other games). Regardless, the characters look great with or without it.

      By the way, thanks for following up the point on mod tools, SamiV. I didn't think it would be possible for this generation of consoles, but how about the next one? Thinking back on how I got started, Max Payne was the perfect introduction to modern 3d games design -- great tools, good documentation, and plenty of support and encouragement from the developers. And the Max Payne mod community must have one of the best modder-to-game developer success rates -- practically everyone from that scene is working in the industry now (except yours truly ).

      But these days, games are a heck of a lot larger and more complicated (not to mention the third party license issues Markus was talking about). I'm concerned that it's getting a lot harder for up-and-coming modders to cut teeth in this line of work (I mean, even MaxED was a steep learning curve). There's still a lot of support from Epic and Valve, but with this general shift towards consoles (intentional or not) I wouldn't blame other developers for saying "Ah, lets just focus on the game".
      Last edited by Maddieman; 02-22-2010, 04:00 PM.

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      • #18
        Re: Remedy's Dev Tools

        Could you guys from Remedy release quite more about your WorldEditor? Post some screenshot(s) of it and at least list some features? I have seen ParticleFX and MaxEd used for MaxPayne and that was very cool and feature-rich! Are you still using FSM feature? I am interested in level editor and toolset design as a tool developer. Thanks in advance!!
        Last edited by kexik; 06-02-2010, 11:25 AM.

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        • #19
          Re: Remedy's Dev Tools

          I guess we could, but I don't know the best way to do it so that it would make sense...

          We still have a similar scripting style than in Max but it's quite a bit more flexible. The particle editing is built in to WorldEditor.

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          • #20
            Re: Remedy's Dev Tools

            What was the most expensive part of production and why Were there any failed ideas that you had to re-work from the ground-up and what it was
            If I'm an ass, I should say so. If I don't, somebody else will. If I say it first, that disarms them.

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            • #21
              Re: Remedy's Dev Tools

              Please Relase Dev Tools for PC. I want create remake of Max Payne game. You just might make it...
              I work on your Max FX 2














              http://www.youtube.com/watch?v=ncQIFh-3RzQ

              http://www.youtube.com/watch?v=PfqxTfUWKKg

              http://www.youtube.com/watch?v=4FED0ShWObU

              http://www.youtube.com/watch?v=uBZsejmDzQU

              http://www.youtube.com/watch?v=kohOmJadO14

              http://www.youtube.com/watch?v=zwSSnpycOzw
              Last edited by Bender Bending; 06-27-2010, 09:47 PM.

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