RSS



Go Back   bit-tech.net Forums > bit-tech.net > Article Discussion

Reply
 
Thread Tools
Old 19th Sep 2008, 14:59   #1
Bindibadgi
Richard Swinburne
bit-tech Staff
 
Bindibadgi's Avatar
 
Join Date: Mar 2001
Location: Omnipwntent
Posts: 28,228
Bindibadgi is a splendid one to beholdBindibadgi is a splendid one to beholdBindibadgi is a splendid one to beholdBindibadgi is a splendid one to beholdBindibadgi is a splendid one to beholdBindibadgi is a splendid one to beholdBindibadgi is a splendid one to behold
id: Rage too complex for modding

http://www.bit-tech.net/news/2008/09...-for-modding/1

id Software has revealed that the upcoming multi-platform shooter, Rage, might be a bit too complex for users to modify.

Bindibadgi is offline   Reply With Quote
Old 19th Sep 2008, 15:01   #2
liratheal
Just got a great book on tape
 
liratheal's Avatar
 
Join Date: Nov 2005
Location: High Wycombe, UK
Posts: 3,553
liratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to behold
Eh. It'll get modded. Everything always does.
__________________
Gigabyte MA790FX, X4 9950 Black Edition, 8gb Geil Black Dragon, 2x4870 512mb, Antec TruePower Quattro 850w

I game, Do you?
liratheal is offline   Reply With Quote
Old 19th Sep 2008, 15:08   #3
UrbanMarine
Government Prostitute
 
UrbanMarine's Avatar
 
Join Date: Aug 2008
Location: United States
Posts: 1,010
UrbanMarine will become famous soon enough
Too complex to mod because they won't release the SDK for years..
__________________
RIP: 3DRealms & Duke Nukem
UrbanMarine is offline   Reply With Quote
Old 19th Sep 2008, 15:10   #4
liratheal
Just got a great book on tape
 
liratheal's Avatar
 
Join Date: Nov 2005
Location: High Wycombe, UK
Posts: 3,553
liratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to behold
Quote:
Originally Posted by UrbanMarine View Post
Too complex to mod because they won't release the SDK for years..
That's probably what they meant to say
__________________
Gigabyte MA790FX, X4 9950 Black Edition, 8gb Geil Black Dragon, 2x4870 512mb, Antec TruePower Quattro 850w

I game, Do you?
liratheal is offline   Reply With Quote
Old 19th Sep 2008, 15:17   #5
alexandros1313
Minimodder
 
Join Date: Jan 2007
Posts: 22
alexandros1313 is on a distinguished road
Let me take a stab at translating all that for the layman:

"We want you to buy the console versions. Mods may sway you into buying the evil PC version. So we kill mods".
alexandros1313 is offline   Reply With Quote
Old 19th Sep 2008, 15:27   #6
Lepermessiah
Banned
 
Join Date: Feb 2008
Posts: 566
Lepermessiah is on a distinguished road
Another once great PC dev goes to the dogs and stops supporting the community because of consoles. Consoles and everything they stand for suck royally.
Lepermessiah is offline   Reply With Quote
Old 19th Sep 2008, 15:52   #7
Narishma
Multimodder
 
Join Date: Feb 2008
Posts: 88
Narishma is on a distinguished road
Yay another Rage bashing thread.
Narishma is offline   Reply With Quote
Old 19th Sep 2008, 15:57   #8
Paradigm Shifter
Lethargic
 
Paradigm Shifter's Avatar
 
Join Date: May 2006
Posts: 1,210
Paradigm Shifter will become famous soon enough
Hm. I suspect some enterprising soul out there will find a way to extract files so they can be edited quite quickly. Once that is done, it's really a matter of patience. Editing 128000x128000 pixel textures will take a lot, though. But unless iD are developing this game on some secret supercomputer, there has to be a normal PC out there capable of doing it. Besides... if a PC can't edit it... what hope have some of the consoles (with their limited amounts of RAM) got to run it? Or will the game run like a slideshow on everything because it's constantly paging textures off the disc?
__________________
Core i7 920 D0 @ 3.8GHz | 6GB Corsair 1600MHz | Gigabyte EX58-UD5 | XFX 4870X2 2GB | 4TB | WUXGA
Paradigm Shifter is offline   Reply With Quote
Old 19th Sep 2008, 16:04   #9
Veles
DUR HUR
 
Veles's Avatar
 
Join Date: Nov 2005
Location: Bristol, UK
Posts: 5,676
Veles will become famous soon enoughVeles will become famous soon enough
I bet the hardcore modding crowd will be seeing this as a challenge. I would have thought they'd allow people to use regular sized textures though.

Another question is do we really need megatextures? Sure they're great for landscapes but are they really using them on everything? Such as smaller objects like barrels/cars/guns/etc.?

I suppose they could have one megatexture with loads of barrel textures so no barrel looks the same. IIRC, stardock changed it so ships in GalCivII were all covered by one massive texture, eliminating the need to load several different textures.
__________________
Veles on: Xbox Live (My Halo stats), Steam Community, Twitter

Quote:
Originally Posted by Fod View Post
spam gangsters might as well tap into all those machines for their zombie networks.
Veles is offline   Reply With Quote
Old 19th Sep 2008, 16:04   #10
liratheal
Just got a great book on tape
 
liratheal's Avatar
 
Join Date: Nov 2005
Location: High Wycombe, UK
Posts: 3,553
liratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to behold
Quote:
Originally Posted by Paradigm Shifter View Post
Hm. I suspect some enterprising soul out there will find a way to extract files so they can be edited quite quickly. Once that is done, it's really a matter of patience. Editing 128000x128000 pixel textures will take a lot, though. But unless iD are developing this game on some secret supercomputer, there has to be a normal PC out there capable of doing it. Besides... if a PC can't edit it... what hope have some of the consoles (with their limited amounts of RAM) got to run it? Or will the game run like a slideshow on everything because it's constantly paging textures off the disc?
Like I said. Everything is modded eventually. Just because the devs can't see it happening doesn't mean it won't

Unless they're developing on the Roadrunner. Then they might be right >.>
__________________
Gigabyte MA790FX, X4 9950 Black Edition, 8gb Geil Black Dragon, 2x4870 512mb, Antec TruePower Quattro 850w

I game, Do you?
liratheal is offline   Reply With Quote
Old 19th Sep 2008, 16:11   #11
yakyb
CK is God!!!
 
yakyb's Avatar
 
Join Date: Oct 2006
Posts: 1,061
yakyb is on a distinguished road
hmm interesting ignoring the silly console comments above.

my best guess is that if a modder really did want to give this a go they could write themselves a CUDA based app or get the one for the upcoming photoshop that allows the editing of very large textures. now i cant remember how big Nvidia quoted initially.

now after that you would need a CUDA based mapping tool (or a super computer, cluster) to build the levels on function in the amount of time needed to build these things and yes its too complicated

however that begs the question what are they building the levels using?
__________________
Gaming Box:: q6600 @3.0 :: 9800gtx :: Abit IP35 :: 4gb :: 1.4TB :: akasa eclipse :: Win7
Development:: PhenomII 955BE @3.2 :: 4200 :: asus M4A785 M Evo :: 1.25TB ::Win7
Media Centre :: q6600 @3.0 :: x1950pro :: asus p35 epu :: 8gb :: 320 GB :: Lc17B :: Win7
server:: I7 860 :: p55 gd65 :: 3450 :: 8 TB :: 8gb :: Rebel 12 :: server 2008 R2
yakyb is offline   Reply With Quote
Old 19th Sep 2008, 16:15   #12
liratheal
Just got a great book on tape
 
liratheal's Avatar
 
Join Date: Nov 2005
Location: High Wycombe, UK
Posts: 3,553
liratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to beholdliratheal is a splendid one to behold
Quote:
Originally Posted by yakyb View Post
hmm interesting ignoring the silly console comments above.

my best guess is that if a modder really did want to give this a go they could write themselves a CUDA based app or get the one for the upcoming photoshop that allows the editing of very large textures. now i cant remember how big Nvidia quoted initially.

now after that you would need a CUDA based mapping tool (or a super computer, cluster) to build the levels on function in the amount of time needed to build these things and yes its too complicated

however that begs the question what are they building the levels using?
Computers from space. Mass effect is a true story, you see, but only ID have managed to get the alien tech, which is what they're using :B
__________________
Gigabyte MA790FX, X4 9950 Black Edition, 8gb Geil Black Dragon, 2x4870 512mb, Antec TruePower Quattro 850w

I game, Do you?
liratheal is offline   Reply With Quote
Old 19th Sep 2008, 16:22   #13
Zurechial
Elitist
 
Zurechial's Avatar
 
Join Date: Mar 2007
Location: Ireland
Posts: 878
Zurechial is a jewel in the roughZurechial is a jewel in the roughZurechial is a jewel in the rough
While I'm an opponent of 'consolification' in most circumstances I think the early comments here are just jumping to conclusions and looking for an excuse to whine about ID now that whining about Epic has gone out of fashion.

Quote:
Originally Posted by Article
Naturally though, the issue does beg the question of why the engine requires megatextures and doesn't provide support for smaller, old-fashioned texture technologies.
I doubt this is actually the case. While it's not impossible, I find it unlikely that the engine will throw up an error if a modder tried to use tiling textures smaller than 128kx128k pixels.

Given the prowess of Carmack & Co. and their general eagerness to support modding, I think it's more likely that if the engine is passed a cut-down 'megatexture' in the region of 16k x 16k pixels (an easily manageable texture size on any modern PC running photoshop) it'll tile it across the map.

If the engine supports it and if the modder is inventive enough, they could use shader maps, multiple passes of texture-layers or even film-grain shaders and the like in real-time in-game on that cut-down modder's-megatexture to give an impression of higher-detail similar to the progressive-texturing system used in the older iterations of the Unreal engine (used most effectively in the original Deus Ex).
It'd never approach the same level of detail and uniqueness provided by a true Megatexture created at ID, but it'd probably suffice for most modders and satisfy most players.

Additionally, I can imagine someone writing a command-line tool for morphing, flipping & manipulating the existing ID megatextures or applying Photoshop filters without rendering the texture - for an automated kind of texture-mangling to create something 'new' from the existing ID megatextures but on typical gamer/enthusiast-grade hardware.

Isn't the next major iteration of Photoshop going to be accelerated with parallel-processing via CUDA or similar?
If so, I'd imagine megaxtures would be somewhat less of an issue for anyone equipped with a GPU capable of that.
And who's going to be seriously trying to play Rage (nevermind mod Tech5) with anything less than an 8-series or similar?

Quote:
Originally Posted by GameSutra Article
Megatextures require huge amounts of processing power to be baked into their final form for distribution on the game disc; Willits alluded to a large number of computers working for a long time to process them, analogous to a CG render farm.
At a guess, this is referring to the conversion of a lossless-quality megaxture to a compressed-texture for use in-engine. If this is the case, it's only a matter of time before someone writes an alternate converter that converts faster but produces a lower-quality final megaxture, or spends less time on compression and creates a higher-quality, less-optimised final megatexture.
The above is conjecture on my part, but when it comes to modding: Where there's a will there's a way. That's what modding is about.

Quote:
Originally Posted by GameSutra Article
Willits envisioned modders developing modular chunks of gameplay that can be slotted into the extant Rage world, rather than full mods, as a potential solution. While the game's large central wasteland is a streaming hub world, its levels are instance-based.
This paragraph alone suggests to me that most of the accusations of console-preference aimed at ID are unfounded, and that they're eager to support modders on the PC (looking for solutions and providing workarounds), but are just publicly acknowledging and addressing the issue that, because technology has moved on, modding Tech5 simply won't be as easy for the average modder as it was with Doom and the Quake games when they came out.
The above quote even suggests to me something along the lines of the plugin system used in Morrowind and Oblivion, and I think that could do the job nicely with Rage, but I'd hope also that the modders wouldn't be locked into using a dumbed-down SDK-Lite aimed at the average user (TESCS and the NWN editor spring to mind..)
__________________
Core i7 920 @ 4GHz <-> 8800GTS 512 @ 785/1946/1990 <-> GA-EX58-UD5 <-> 3GB Dominator 1600 <-> Xonar D1
Zurechial is offline   Reply With Quote
Old 19th Sep 2008, 16:44   #14
UrbanMarine
Government Prostitute
 
UrbanMarine's Avatar
 
Join Date: Aug 2008
Location: United States
Posts: 1,010
UrbanMarine will become famous soon enough
Consoles...when a full size PC bangs a micro size pc a console is born.

If Rage is a quality game why worry about the mods, the main game should keep us occupied for years.
__________________
RIP: 3DRealms & Duke Nukem
UrbanMarine is offline   Reply With Quote
Old 19th Sep 2008, 17:45   #15
chrisb2e9
Dont do that...
 
chrisb2e9's Avatar
 
Join Date: Jun 2007
Location: Alberta, Canada
Posts: 3,068
chrisb2e9 has a spectacular aura aboutchrisb2e9 has a spectacular aura about
Quote:
Naturally though, the issue does beg the question of why the engine requires megatextures and doesn't provide support for smaller, old-fashioned texture technologies.
maybe they are trying to move computer gaming forwards instead of keeping it stagnant. I get tired of seeing the same texture over and over again. sounds like a good thing to me.
As for not being able to mod this, like other people have said, modders will find a way. It might not happen in the first month, or the first year, but eventually they will have the tools to do it.

Quote:
Another once great PC dev goes to the dogs and stops supporting the community because of consoles. Consoles and everything they stand for suck royally.
What makes you think that they wont be support modding in the future, and why do you think they dont support modding for this game? because of consoles?
Quote:
The problem it seems arises from the megatexture technology used in the game
did you read the article?
chrisb2e9 is offline   Reply With Quote
Old 19th Sep 2008, 17:49   #16
Cobalt
Multimodder
 
Join Date: Feb 2006
Location: Surrey, UK
Posts: 248
Cobalt is on a distinguished road
Based on what has come out of the modding scene in the past it seems like an odd statement to me. I wonder what kind of computer is actually required. In the hardcore gamer market (where a lot of the modders come from in the first place) high end machines are a lot more common than you would otherwise expect in a game's audience. Unless they do require multiprocessor workstations to manipulate the textures, there are still going to be enough people out there with the required hardware.

Besides, just because terrain editing may be difficult due to the technology, what's stopping them from modding other parts of the game?
Cobalt is offline   Reply With Quote
Old 19th Sep 2008, 18:30   #17
Narishma
Multimodder
 
Join Date: Feb 2008
Posts: 88
Narishma is on a distinguished road
Cobalt: I suggest you read the article because it answers both of your questions.
Narishma is offline   Reply With Quote
Old 19th Sep 2008, 18:35   #18
UrbanMarine
Government Prostitute
 
UrbanMarine's Avatar
 
Join Date: Aug 2008
Location: United States
Posts: 1,010
UrbanMarine will become famous soon enough
I suggest building a 25million server room and then attempting to make a 10x10 room in Rage editor. It should work
__________________
RIP: 3DRealms & Duke Nukem
UrbanMarine is offline   Reply With Quote
Old 20th Sep 2008, 01:56   #19
LordPyrinc
Legomaniac
 
LordPyrinc's Avatar
 
Join Date: Mar 2008
Location: USA
Posts: 254
LordPyrinc is on a distinguished road
128000x128000 pixels for textures????

Now I see why the footprint of the install is so massive. How much of that can the average LCD screen actually parse into individual pixels? I don't know the answer because I'm too lazy to do the research, but what is the visual difference to the end user?
__________________
HP Pavilion Elite m9040n PC - Vista Home Premium
Intel Core 2 Quad Processor Q6600 @ 2.40ghz - 3G of RAM - Dual 320G HDs
Upgrades/Add-ons: 22" Widescreen LCD, 700W RocketFish PSU, BFG GeForce 9800 GT
160G Ext USB HD, Logitech X-540 5.1 Surround Sound Speakers
LordPyrinc is offline   Reply With Quote
Old 20th Sep 2008, 02:42   #20
roshan
Modder
 
Join Date: Aug 2008
Posts: 62
roshan is on a distinguished road
All the talking about Rage these days ,make me beleave the game is nearly finished and hit the market soon.
roshan is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 04:08.
Powered by: vBulletin Version 3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.