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29th June 2016, 03:50 AM
#11
WO3 is the pinnacle in terms of Wipeout franchise on PSX, before
(IMO) with subsequent releases ... I've never played GT because at that time I did not have the PSX anymore (sold it I can't remember for what reason, was 15 then
). I was of those who had and played Bio Hazard in japanese centuries before it's been released as PAL, was astonishing ... now I've played PE2 in the same period as with WO3 so roughly ten years later and had to say it was very impressive though I've never finished it.
Well I seek quality about this project, we won't be able to get a replica of WO3 at least in terms of sim, but everything will be tweak-able so as I said before, one might come up with better settings than the ones I've picked and eventually we'll get to something closer. I have no deadline and therefore no real obligation but that could have boosted the thing quite a bit...
The problem with the original is that it is PSX, ASM, and optimized. First you need to know these well (I don't), then since it's ASM there's a ton of inlined stuff which makes things even more confusing and finally compiler optimizations further change the original shape of the code ... that was probably necessary since the game runs fast and is pretty for a PSX game.
The texture modding should be fairly easy to accomplish since it's really just about different sizes for Unity, a clean integration in the code might be the hardest part; now the shading is in the polygons themselves, i.e. if these are not flattened against their 'parent' shade, HQ textures will be shaded too. This is likely to take a lot of time and I guess will need a dedicated editor. Not sure I'm very clear in explaining
basically there are up to 3 color slots so 2 should normally be free but they won't be because this is where are the extra shades for Gouraud-shaded ones and it is what gives these nice colors. I could somehow treat all polygons as non Gouraud but I'm pretty sure it won't look nice ... unless there's a huge work with the lighting sources.
So on bottom: raw color, global tint, local tint
2016-03-09 01_53_44-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png 2016-03-09 01_54_04-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png 2016-03-09 01_54_37-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png
Idem:
2016-03-09 01_51_08-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png 2016-03-09 01_51_24-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png 2016-03-09 01_51_59-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png
Idem:
2016-03-08 03_14_57-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png2016-03-08 03_16_30-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png2016-03-08 03_22_09-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png2016-03-08 03_23_17-Unity Personal (64bit) - SceneAndTrack.unity - WXX-Rebirth.Game - PC, Mac & .png
In short to get real lighting, it will be very long because one has to normalize these shades, then re-create appropriate lighting and re-coloring -> a job for a graphic artist that will need a tool to facilitate this.
22 tracks * ~10000 polygons is what to expect and these screens are when I was finding it, now it's deeply buried in the game, would have to defeat it and compare but there are scattered throughout levels. They used a 3D editor and then it was converted, doing the opposite will not be easy
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