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Messages - UTSquishy

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Spore: General / Will Wright GDC 2006 $14.95
« on: April 13, 2006, 05:04:38 am »
I searched, I didn't think I would be first, all I found was the April Fools Joke, but it's up now.

There's a preview that is the first 5 minutes or so. Quite Entertaining.

Spore: General / Re: how will texturing work?
« on: April 10, 2006, 08:46:03 am »
I suspect that Texturing will work a lot like it does in 3D programs (3DS Max, Maya, Lightwave, et al).
There are three ways of texturing.

1) Bitmap - Take a picture designed to wrap around the model and wrap it around the model. There are various methods for wrapping said image to a given model.

2) Procedural - Using Sliders, values can be applied to variables in a given algorithm to come up with a pattern that can be applied to a model using the same methods as a bitmap to wrap the procedural texture to the model.

- A VERY Simple example of this is a checkerboard pattern. Using Sliders, 2 colors can be chosen. And using other sliders the number of squares vertically and horizontally can be chosen.

So instead of taking a Picture of a checkerboard and applying it to a Square to get your checkerboard model, you apply a checker map. In the checker map you assign colors red and black and you tell it to be 8 long and 8 wide.

Then to complicate things (and this is where it gets fun), you can Layer procedural maps.
-For instance: Assign your Checker Map to the Checkerboard model, tell it to be 8 long and 8 wide. Then instead of choosing red as a color, you assign a wood map. In the wood map you can assign different values for colors for the grain, different values for the average width of the grain, different values for the direction of the grain, etc. Then instead of black you could assign a marble map that has variables similar to that of the wood (Color, Grain width, Direction etc.) But the Algorithm is different so it looks like marble instead of wood. . . . So what you get ultimately is a checkerboard with marble and wood squares.

3) And finally you can combine the two methods.

I'm guessing Spore will implement an interface that uses the Procedural method where you can chose from different algorithms (i.e. wood, marble, fur, feathers, scaly, etc.) and you'll be given Sliders similar to what you have in the Sims 2 or Oblivion character creators. That you can fiddle with the values of the variables with; and instead of changing the model (as in Sims2/Oblivion) it will change the Textures.

Spore: General / Re: Massive Soloplayer?
« on: March 27, 2006, 11:11:03 am »
I love the Concept, no one to blow me up. I get to be the hero, but I still get to see other people's stuph.

Of course I only play multiplayer games over my local network as it is.

So I'm an easily impressed simpleton eh?

Wow, I'm hurt. Not really but wow, that's just mean. Where's the spirit of SPORE camaraderie?

Seriously, I don't take all this stuff seriously. I just thought it's was a fun read.
And I'm facinated by such things the same way I find Bigfoot and Nessie facinating.

And making fun of a guy just because his website isn't the most professional, I mean come on!
Not everyone is an artist or graphic designer.

I've been prowling around these forums for - - - - quite a while.

I love Fringe Science. Scientists on the fringe seem to be the only ones willing to throw out established dogma even though EVERYONE knows it's "fact." Like that flat Earth thing.

So when I saw this I was fascinated, I don't know if I believe it 100%, but frankly it makes more sense to me than the plate tectonics we talked about in my Geology class.

So I wanted to introduce you all to another theory that I find plausible.

I think it would be fun if some of these alternate cosmological Ideas could be implemented into SPORE!

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