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Subject: 
Re: Seemingly insane poly counts in official games - how?
Newsgroups: 
lugnet.cad
Date: 
Wed, 22 Jun 2005 18:29:49 GMT
Viewed: 
1656 times
  
In lugnet.cad, Timothy Gould wrote:
   --SNIP--
  
I hadn’t thought of that. So the studs don’t quite exist, the game engine just knows where to draw them, right? Indeed, the studs don’t seem to cast shadows, though they are shaded.

-Stefan-

The shading and drawing could be done only once per angle (three total in the picture you gave before). Since the shading depends only on the relative angle of the stud and light-source all you’d need do is pass the nearest light source and the angle to have a nice 3D looking 2D ‘stud’.

Tim

Sorry to reply to myself but I remembered (after posting) that I had the demo for the SW Lego game. I took a screenshot of the explosion at the start and am almost certain I’m correct.

Looking here



you can see that the studs are identical across any given surface. They are also a little messed up on the topmost white panel (due to the perspective I think), strongly suggesting that they are bitmaps (with transparency).

That said, the studs on the bricks closest to the camera seem to be more 3D suggesting that a combination of methods may be being used.

Tim



Message is in Reply To:
  Re: Seemingly insane poly counts in official games - how?
 
--SNIP-- (...) The shading and drawing could be done only once per angle (three total in the picture you gave before). Since the shading depends only on the relative angle of the stud and light-source all you'd need do is pass the nearest light (...) (19 years ago, 22-Jun-05, to lugnet.cad)

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