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dmhc69 | Posted: Aug 2 2007, 06:45 PM | ||
IDW Goldmember Group: Advanced Members Posts: 4,217 Member No.: 5,199 Joined: Jan 22nd 2005 Location: Melbourne, Australia |
i just read that article you posted before, and i just noticed it doesnt actually mention that the models take 180 days. its the whole car, from start to finish. if anything, the modelling would take the shortest amount of time. i dont know where we got modelling from in the first place. i would think that the longest time of this development process would be, or even, SHOULD be making sure that the cars handle closely to their real-life counterpart. in which case a lot of testing and trial & error as far as the programming of each car goes would be vital to making sure that they work as they should. especially if they're scrapping all the code they had for the previous games (which is probably a good idea). then of course you have the sound modelling. and collision detection. and a whole barrel load of other stuff that i cant think of off the top of my head. so if you take all of that stuff into account, it probably would take 180 days from conceiving the idea of having the car in the game, to actually having it completely finished in every regard. combine that with having a team of people working on seperate cars, and there you go. This post has been edited by dmhc69 on Aug 2 2007, 06:47 PM | ||
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MîGüÊl | Posted: Aug 4 2007, 10:11 AM |
I <3 The AE86 Group: Advanced Members Posts: 564 Member No.: 24,425 Joined: May 14th 2007 Location: Miami. FL | lol i just noticed, in 1:26 of the GT5 Prolouge video i just have on thing to say about the graphics...look at the trees from a top view in 1:26, they suck don't they...other then that this game owns. http://www.gametrailers.com/player/22575.html This post has been edited by MîGüÊl on Aug 4 2007, 10:11 AM |
WRX | Posted: Aug 4 2007, 11:10 AM |
IDW Racer Group: Advanced Members Posts: 3,811 Member No.: 5,563 Joined: Feb 19th 2005 Location: Baytown, Texas | Who cares about the trees, it's not like your gonna cut it down or something |
MîGüÊl | Posted: Aug 4 2007, 01:27 PM |
I <3 The AE86 Group: Advanced Members Posts: 564 Member No.: 24,425 Joined: May 14th 2007 Location: Miami. FL | im just saying that they focused WAY too much on making it WORK (as in Physics) and make the CARS look good but not as much in the environment that you actually race in... This post has been edited by MîGüÊl on Aug 4 2007, 01:27 PM |
am3pkcet | Posted: Aug 4 2007, 02:15 PM |
IDASv3 > IDAS4 Group: Advanced Members Posts: 6,862 Member No.: 2,853 Joined: Aug 28th 2004 Location: San Diego, CA | they gotta cut corners somewhere. i remember in GT3 it was annoying that all the in-game wheels were flat, 2D planes textured to look like wheels (not actual 3D wheel models). i cant remember if GT4 had that too (its been at least a year or two since i last played). |
Sweeper | Posted: Aug 4 2007, 02:36 PM | ||
IDW Goldmember Group: Advanced Members Posts: 1,133 Member No.: 2,798 Joined: Aug 25th 2004 Location: Levanger, Norway |
Majority of that isn't handled per car so to speak, if it were it would take ages. Nope, they code one master engine that is somewhat supposed to respond to real world car values, granted thats where they start off and do minor adjustments here and there to get where they want to be. The main engine is the part that takes time, ask the Duke Nukem Forever developers who keep scrapping the engine every week or something like that, and never gets off the spot | ||
Kurei | Posted: Aug 4 2007, 04:23 PM | ||
The Driving Specialist. Group: Advanced Members Posts: 1,429 Member No.: 15,603 Joined: Jan 26th 2006 Location: Michigan |
Its somewhat still the same in GT4, a little better, more 3D than 2D, but all the spokes on whatever rim you want look paper-thin... EDIT* They've got new menu photo's at http://www.gran-turismo.com/jp/ for Prolouge, just thought i'd mention it This post has been edited by Kurei on Aug 4 2007, 05:51 PM | ||
Max911 | Posted: Aug 5 2007, 01:06 AM |
O snap! Group: Members Posts: 334 Member No.: 22,739 Joined: Jan 7th 2007 Location: Embrun, Ontario | They did the 2D wheel thing to be able to keep the framerate at a stable 60 fps. Also, it's easier to make the blur textures on a 2D surface... |
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