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  1. #21
    #27 Mr. X yurieu's Avatar
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    People, you know a lot of stuff you know...seeing microsoft in remake item box is mindblowing! in an age where all sony and MS fanboys want to play this in their consoles...

    i really dont know the difference in making RE2,3,4 and CV, all are 3d renders...

    the whole scenario has been made, not just this concept art, then it was downgraded from 1024x768(possibly) old crt monitors to 320x240 4:3 crt tvs... then this 320x240 or the 640x480 pc version(they are the same ) is been passed to all the versions we know, like an old LP instead a master tape to a CD. shame capcom, give us the original renders of all games with still camera!!!!

  2. #22
    #28 Super Tyrant
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    If Capcom were to release RE2 again with higher res backgrounds, AA and nothing much else it would be a extremely bad move.

    All that would do is give so many people the ammo to cry about not getting a proper RE2 remake and I for one would not even be excited for it if that is all they were doing with it, even Code Veronica HD has reworked lighting and from what I could see from screenshots is better normal mapping.

    EDIT: Oh and dynamic lighting.
    Last edited by shanemurphy; 07-15-2012 at 03:12 PM.

  3. #23
    #27 Mr. X yurieu's Avatar
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    who knows... they ran out of ammo releasing 2 o 3 new visions of the old games(might say they are all crap), and im sure they will never bury the classics. as it happened with the 2 gen after ps1, we see they re-releasing all the games again the 2 gen after, plus the new crap. i wonder what will be their next moves after RE6, they will not remake anything, they tried to make a smart move with chronicles,but that games has graphics worse than the originals, they will not re-port the dualshock ver. to a possibly ps4, they already are re-releasing in RE6 anthology.... not so good anthology.... WHO KNOWS....

    RE series suffers from time freezing.

  4. #24
    #28 Super Tyrant
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    Chronicles had worse graphics then the originals?.....Okay then.

  5. #25
    #19 Crimson Head SonicBlue's Avatar
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    Quote Originally Posted by DXP View Post


    Now we know where those copies of softimage can be found =P there is also a bunch of bells whisky in the bar on the pushable shelf you push to get the music sheet shall try to find the screenshot of it.

    Btw Capcom didn't use XSI for zero nor REmake if you have a copy of archives handy(Or if anyone has scans and can post up the zero 3d renders stuff) the interface is Maya in those images therefore it was autodesk maya that capcom used to make zero and Remake's backgrounds and not XSI that site has the wrong information. and yeah I agree with ya autodesk are like the 3d app version of EA.
    That's interesting, they surely sampled their own boxes.

    http://web.archive.org/web/200509010...e_5/Capcom.htm

    According to them (Softimage) Capcom used Softimage|3D for ReBirth, not even XSI, same thing Squaresoft with Final Fantasy XI, in 2002 they still used that, but from the Archives the snapshots of Zero are from Maya. That's really a problem.

  6. #26
    #27 Mr. X yurieu's Avatar
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    Quote Originally Posted by shanemurphy View Post
    Chronicles had worse graphics then the originals?.....Okay then.
    you know.... i played darkisde, that visuals are incredible bad. the partners and bosses may have better polygons and textures, but the background is terrible. i emulated them in 1080p, it is better, but 480p is ugly as hell.

  7. #27
    #28 Super Tyrant
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    Pre-rendered backgrounds allow for much more detail but the interactivity is awful.

  8. #28
    #27 Mr. X yurieu's Avatar
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    Quote Originally Posted by shanemurphy View Post
    Pre-rendered backgrounds allow for much more detail but the interactivity is awful.
    pretty sure of that, today some pre rendered games is point'n'click, and there are odd stuff like cant jump some objects.

    i recognize capcom effort to make a nice game like house of the dead(this may be common in japan), they are pretty efforting in re6. but i would like some good pre rendered RE titles for todays resolutions ans HD audio(people forget audio, for me its all about audio)

    anyway, people can say that in the action genre they dropped the intrusting factor who make pre-rendered style so good, is the "analyze", you can analyze each corner and find cool info-even useless to puzzles, you feel like u reading a book.

  9. #29
    #23 Prototype Tyrant Gemini's Avatar
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    Pretty sure the same can be done even with real time graphics. It depends entirely on gameplay, not on how scenes are rendered...

  10. #30
    #28 Super Tyrant
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    There is a HUGE difference between working with a pre-rendered system and a fully 3D environment.

  11. #31
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    Controversial thought; if anything, Capcom should turn to Quantic Dream and let them have a go at a Resident Evil 2 re-imagination.

  12. #32
    #27 Mr. X DXP's Avatar
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    Quote Originally Posted by Carnivol View Post
    Controversial thought; if anything, Capcom should turn to Quantic Dream and let them have a go at a Resident Evil 2 re-imagination.
    Hmm press X to LEOOOOOOOOON! or press X to ADAAAAAAAAAAAAAAAAAAAA!

  13. #33
    #28 Super Tyrant Mrox2's Avatar
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    Quote Originally Posted by Carnivol View Post
    Resident Evil 2 re-imagination.
    Noooooooooooooo , Would make lots of problems than it solves !

  14. #34
    #23 Prototype Tyrant Gemini's Avatar
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    Quote Originally Posted by shanemurphy View Post
    There is a HUGE difference between working with a pre-rendered system and a fully 3D environment.
    Only on the programming side of the engine. As for gameplay, you can achieve very similar effects with either, depending on how skilled and smart the engineer team is.

  15. #35
    #28 Super Tyrant
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    Quote Originally Posted by Gemini View Post
    Only on the programming side of the engine. As for gameplay, you can achieve very similar effects with either, depending on how skilled and smart the engineer team is.
    There is a huge difference in the actual design, I can go into UDK or the Hammer Editor and make a basic room that is fully playable with collision.

    With pre-rendered backgrounds? the process is very different.

  16. #36
    #23 Prototype Tyrant Gemini's Avatar
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    Not entirely true. You can make pre-rendered stuff behave like a real 3D environment, even with animated parts of the background and dynamic camera angles (example: Parasite Eve 2 during the introduction scene where you actually walk in a pseudo 3D world simulated with a movie playing in specific part in which the motion takes place). It sure needs a lot of work and decent planning, but it's doable.
    Last edited by Gemini; 07-16-2012 at 03:06 PM.

  17. #37
    #28 Super Tyrant
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    I think FF7 did something similar to that? Pre rendered backgrounds are stunning when done right, remember the first time Remake came out? the lighting, the shadows the blood and water actually blending perfectly into the pre rendered scenes it was stunning.

  18. #38
    #19 Crimson Head SonicBlue's Avatar
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    Quote Originally Posted by Gemini View Post
    Not entirely true. You can make pre-rendered stuff behave like a real 3D environment, even with animated parts of the background and dynamic camera angles (example: Parasite Eve 2 during the introduction scene where you actually walk in a pseudo 3D world simulated with a movie playing in specific part in which the motion takes place). It sure needs a lot of work and decent planning, but it's doable.
    If you remember, at the Akropolis Tower you could only walk, very slow, it requires a lot of streaming data, and HDD speed it's really a bottleneck in this case.

    It's "easier" to use the normal map technique along with a displacement map, then trying to optimize the mesh reducing the draw calls at minimum. you can then bake the light maps with a raytrace renderer.

    I must say (since you mentioned Parasite Eve 2) that Squaresoft was way better than Capcom with pre rendered backgrounds.

  19. #39
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    I think people should dwell a little on my Quantic Dream comment and actually let it sink in. Maybe actually having played something like Heavy Rain could help getting onto some the track as my current train of thought.

    Quote Originally Posted by shanemurphy View Post
    There is a huge difference in the actual design, I can go into UDK or the Hammer Editor and make a basic room that is fully playable with collision.

    With pre-rendered backgrounds? the process is very different.
    As Gemini already pointed out; not really much different. Assuming you have a static camera or the camera is somehow locked to the rails needed for whatever level of interactivity you want the pre-rendered material to have (such as interactive FMVs and such). Most 3D games utilizing "cinematic" pre-rendered backgrounds pretty much just keep a full (usually very low-poly) 3D structure undearneath it all to act as terrain and hit-detection. The pre-rendered backgrounds more or less simply act as a backdrop/skybox/flat-texture to an otherwise untextured environment. With some overlays/layers for stuff that's to appear at specific depths and locations.


    As for who was best with pre-renders on the PS1?
    Fear Effect wants to jump into that battle; for pretty much only using animated/FMV backgrounds. Most games went to a friggin crawl whenever you tried to combine FMVs with anything at all (just take a look at the performance dips during the elevator sequences in FFVII and the garden war stuff in FFVIII)
    Last edited by Carnivol; 07-16-2012 at 03:33 PM.

  20. #40
    #19 Crimson Head SonicBlue's Avatar
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    Quote Originally Posted by Carnivol View Post

    As for who was best with pre-renders on the PS1?
    Fear Effect wants to jump into that battle; for pretty much only using animated/FMV backgrounds. Most games went to a friggin crawl whenever you tried to combine FMVs with anything at all (just take a look at the performance dips during the elevator sequences in FFVII and the garden war stuff in FFVIII)
    That's one of the game that I never played, but thanks to YouTube, it looks that they used various layers, for example the ventilation fans can be part of a layer and the animated stuff is only a little portion the screen is 16:9 (with the HUD that covers the pixels that make it 4:3), so the background is smaller than usual, unfortunately they didn't look as good as Resident Evil 2, but I did noticed that there is no pause between camera angle changes, or it's because of the emulator? If no, it's very well programmed, for example Koudelka is that slow loading the backgrounds that is disorienting.

    There's another thing, the PAL version of the PSX games, as you already know, runs at 50Hz, in Parasite Eve 2, the Akropolis Tower scene runs skipping some frames, and the animation is chunky.

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