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More Asset Recycling, Please!


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#1 Iqfish

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Posted 15 December 2014 - 03:47 AM

So this:

Posted Image

Is the new orbital cannon.
Notice the Gun Barrels? these are (slightly modified) Gauss Cannons, even the texture is from a Clan chassis.


And I think this is GREAT.
Let's face it, PGI has difficulties pushing out many new maps, whatever the reason for that might be.
If I had to choose I'd rather have 30 maps with 10-15 asset sets than less maps with assets that are unique per map.

So what do you think? More asset recycling would theoretically mean more maps for us, because it makes work much easier for PGIs artists.

Edited by Iqfish, 15 December 2014 - 03:48 AM.


#2 Alek Ituin

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Posted 15 December 2014 - 04:11 AM

That, and the fact that the turret is an Anti-Ship Gauss Cannon. Which would mean that all they'd need to do is make existing Gauss weapons f**k-mongously f**khueg, and then put them on a turret so they can shoot at spacecraft.

Edited by Alek Ituin, 15 December 2014 - 04:11 AM.


#3 The Boz

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Posted 15 December 2014 - 04:13 AM

I was about to chastise the OP because I thought he was bitching, but he isn't.
Asset recycling where it makes sense makes sense. Even if we stretch the definition of "makes sense", more content faster is better at this point.

#4 Bartholomew bartholomew

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Posted 15 December 2014 - 04:14 AM

I would like to see A WHOLE LOT MORE recycled asset maps. Face it. We need a boatload of maps.

#5 Alek Ituin

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Posted 15 December 2014 - 04:21 AM

Borderlands:TPS recycled this same exact asset thousands of times, using it for a huge chunk of tech-heavy maps. It was simply a long, wide rhombus with two "gun barrel" like openings on one side. It was used for turrets, power relays, conduits, vents, pipe junctions... you name it, and it was probably used in it somewhere.

And honestly, it worked. If they had used completely unique assets, my suck-arse interwebs would still be struggling to DL it. Recycling assets saves time, money, and resources.

#6 LordKnightFandragon

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Posted 15 December 2014 - 05:04 AM

View PostBartholomew bartholomew, on 15 December 2014 - 04:14 AM, said:

I would like to see A WHOLE LOT MORE recycled asset maps. Face it. We need a boatload of maps.



We need more maps, but we need better maps lol. Lets hope the CW maps improve alot. THey are a good start, but a bit slanted to one side or the other.

#7 Iqfish

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Posted 15 December 2014 - 05:05 AM

View PostAlek Ituin, on 15 December 2014 - 04:21 AM, said:

Borderlands:TPS recycled this same exact asset thousands of times, using it for a huge chunk of tech-heavy maps. It was simply a long, wide rhombus with two "gun barrel" like openings on one side. It was used for turrets, power relays, conduits, vents, pipe junctions... you name it, and it was probably used in it somewhere.

And honestly, it worked. If they had used completely unique assets, my suck-arse interwebs would still be struggling to DL it. Recycling assets saves time, money, and resources.


Not only makes it the final client lighter, but makes map creation simply easier.

Think about how a map in CE is created:

Enviroment artists use the mapping tool, which is compareable to other map creators. You start by shaping your terrain, build the skybox/lighting, then apply textures to it with brushes, add big structures, add smaller structures (grass, trees, rocks).

These big structures are the critical point.

If your Creative Director tells you, that you need a unique building in the map, you have to load up your 3D modelling program, modell an asset from scratch, apply textures, materials, etc. Then import it in CryEngine.

Unique Asset creation seems to be a bigh hold up for PGI for whatever reason and this would ease this a bit.


I'd like to bring up the DayZ as an example. They all use the same pool of houses, shacks and other buildings, but these are arranged in different ways, from very small towns to big cities. These big cities usually have 2-3 unique buildings/assets, which makes it easier to distinguish them from another.

Posted Image

This is Elektrozadovsk for example, it's one of the biggest cities and a known hot-spot. Nothing there is unique, aspite from the combination of a firehouse and a big power station.

Edited by Iqfish, 15 December 2014 - 05:22 AM.


#8 Iqfish

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Posted 15 December 2014 - 05:26 AM

View PostKisumiKitsune, on 15 December 2014 - 05:21 AM, said:

The only modular thing I don't like them doing is the weapons on some 'mechs.


This is so very true. The "weapons" are often just tubes smashed on a plain metal plate, when I saw it first I thought it was some LOD bug, but that was the actual HLOD model.
The Blackjack is a great (ugly) example for this, when you slap any AC on it.


And yea, if you look at the animations of the old mechs like the Atlas, Dragon or Awesome, they seem much more "adult" and "machine-like". Notice how the dragon even has more moving parts than the new mechs, which sometimes just move the torso up and down.

#9 Tennex

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Posted 15 December 2014 - 05:58 AM

would be great news if this meant they can easily rescale things. maybe they should take a look at some of the mechs

#10 Iqfish

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Posted 15 December 2014 - 06:52 AM

View PostTennex, on 15 December 2014 - 05:58 AM, said:

would be great news if this meant they can easily rescale things. maybe they should take a look at some of the mechs


This only refers to the creation of new maps.

But if you would like the big rocks of tourmaline in a mini-scale, that or something similar would be easy to do. Basically just drag and drop.

#11 LordKnightFandragon

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Posted 15 December 2014 - 06:55 AM

View PostKisumiKitsune, on 15 December 2014 - 05:21 AM, said:

The only modular thing I don't like them doing is the weapons on some 'mechs. They can't all be standardized.


Yeah, its why the WHK doesnt get its big long barrels and instead has to settle for using little stubbies...it looks and feels so wrong.....maybe later down the road PGI will tweak some of the models.....the WHK should have the PPC look no matter what guns it carries.....Maybe the PPC are longer while the Lasers an ACs get the current PPC look...

And same goes for the Vulture, it doesnt quite look right with those stubby lasers, it needs its long barrels.

And if we ever get them, mechs like the Nova Cat, Warhammer, Marauder, Stone Rhino....none of those mechs will look good at all if they get stuck with the current gun modeling...

Edited by LordKnightFandragon, 15 December 2014 - 06:57 AM.






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