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#1 Sporklift

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Posted 28 April 2012 - 09:30 PM

Something that interests me is the scaling of MWO, though its mainly academic. Are the mechs actually built to the scale of a human in Cryengine 3? Say if we were to put a properly scaled infantryman in front of a 'mech how much resolution would that infantryman have? Would we be able to see the fear in his eyes?
I've been looking at the game videos, it seems like the terrain is pretty detailed but I don't have anything to really go off of as far as figuring out the actual size of these machines. Its possible that they're just human sized to save on processor load and since there are no infantry present its a moot point. Does any of this topic make sense?

#2 LordDeathStrike

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Posted 28 April 2012 - 09:36 PM

i would like to see the fear in their eyes as my atlas bears down on them.

#3 Talon Thorn

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Posted 28 April 2012 - 09:37 PM

The average battlemech is about 30 feet tall. A human pilot rides in the head.

#4 Shiinore

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Posted 28 April 2012 - 09:42 PM



Here you go.

#5 Sporklift

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Posted 28 April 2012 - 09:55 PM

View PostShiinore, on 28 April 2012 - 09:42 PM, said:



Here you go.


I suspect many things of being prerendered. This was one of them. Camera Tricks! That tech is superposed! Photochop! (not really) I just have a hard time shaking the resolution differences between the Atlas's leg and the technician. I suppose something as big as a 'mech would be rendered with about the same detail as a terrain feature.

#6 CoffiNail

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Posted 28 April 2012 - 10:49 PM

The render difference is due to the Atlas being the actual in game atlas, You are not fighting the Atlas 1m from it's foot, right? The leg textures are optimized for 20-50m min visibility. The Tech is made for cut scenes and the Trailer and as such are much higher detail, as they are meant for that. Everything you see in the teaser trailer Shiinore linked is the real deal. The only thing 'pre-rendered' are the animations of the techs, and the Atlas being moved in to position. Everything else is in game graphics using the CryEninge 3. This engine is freaking sweet.

#7 Oswin Aurelius

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Posted 28 April 2012 - 10:57 PM

Oh, and the glowing red eyes aren't going to be in game, sadly.

#8 Sporklift

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Posted 28 April 2012 - 11:09 PM

View PostOswin Aurelius, on 28 April 2012 - 10:57 PM, said:

Oh, and the glowing red eyes aren't going to be in game, sadly.


Good, I didn't like that at all.

#9 pursang

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Posted 28 April 2012 - 11:15 PM

Well, we know that the official height of the Atlas in this game is about 18m. Take that as you will.

#10 Aelos03

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Posted 28 April 2012 - 11:19 PM

View PostOswin Aurelius, on 28 April 2012 - 10:57 PM, said:

Oh, and the glowing red eyes aren't going to be in game, sadly.


they said there wont be at start but they will maybe put it later, it would be cool to see that as option turn lights on/off if you want to intimidate people and atlas is good at that add glowing eyes it will look like machine from hell that you want to get away from :P

#11 Sporklift

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Posted 29 April 2012 - 12:07 AM

I prefer dark empty sockets for my terror-inducing Skeletor 'mech.

#12 Aelos03

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Posted 29 April 2012 - 12:16 AM

View PostSporklift, on 29 April 2012 - 12:07 AM, said:

I prefer dark empty sockets for my terror-inducing Skeletor 'mech.


Well thats cool but still it would be nice to be able to turn off/on... or imagine if you fight at night your mech is shut down and near you is enemy now imagine how would he see power up :P

#13 pesco

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Posted 29 April 2012 - 05:00 AM

View PostSporklift, on 28 April 2012 - 09:30 PM, said:

Are the mechs actually built to the scale of a human in Cryengine 3?

What is this supposed to mean? Is the human twice as big if I enlarge everything else by the same factor? Are you talking about the numbers in your CPU? How is 1 different from 2? In floating point representation.

#14 Toothman

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Posted 29 April 2012 - 05:23 AM

View PostAelos03, on 28 April 2012 - 11:19 PM, said:


they said there wont be at start but they will maybe put it later, it would be cool to see that as option turn lights on/off if you want to intimidate people and atlas is good at that add glowing eyes it will look like machine from hell that you want to get away from :P



I like the red lights. It screams shoot here, shoot here!

#15 Sporklift

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Posted 29 April 2012 - 09:35 AM

View Postpesco, on 29 April 2012 - 05:00 AM, said:

What is this supposed to mean? Is the human twice as big if I enlarge everything else by the same factor? Are you talking about the numbers in your CPU? How is 1 different from 2? In floating point representation.


What I meant basically is if there were a human from another game rendered in Cryengine 3 then put into MWO would it be scaled correctly to the mechs? Or actually be the same size as the mechs? Because rendering a large detailed moving object would take up additional processing power that could be used to add more player mechs to an area. Since there were no infantry present to give a sense of scale no one would be able to tell the difference.
I figured it would be important, say if they wanted to add infantry to the game.

But Shiinore's already demonstrated, very slowly and nicely, that they are actually 'mech sized.

#16 pesco

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Posted 29 April 2012 - 05:37 PM

I'm sorry if I sounded blunt. But you're confused:

View PostSporklift, on 29 April 2012 - 09:35 AM, said:

What I meant basically is if there were a human from another game rendered in Cryengine 3 then put into MWO would it be scaled correctly to the mechs? Or actually be the same size as the mechs? Because rendering a large detailed moving object would take up additional processing power that could be used to add more player mechs to an area.

Large by your definition and detailed are unrelated.

Quote

Since there were no infantry present to give a sense of scale no one would be able to tell the difference. I figured it would be important, say if they wanted to add infantry to the game.

You could scale the infantry down to match and nobody would be able to tell the difference.

#17 Rejarial Galatan

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Posted 29 April 2012 - 06:35 PM

View PostAelos03, on 29 April 2012 - 12:16 AM, said:


Well thats cool but still it would be nice to be able to turn off/on... or imagine if you fight at night your mech is shut down and near you is enemy now imagine how would he see power up :P

just got the most wicked visual in my head from that. keep the spot light turned off <if we have one> and have the mech power up lights out, and as they close in, turn on that sinister red eye glow, those red eyes coming from nothingness in the pitch black would be devastating visually. >:-)

#18 ArcaneIce

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Posted 29 April 2012 - 09:26 PM

View PostToothman, on 29 April 2012 - 05:23 AM, said:



I like the red lights. It screams shoot here, shoot here!

This is what I was thinking as well so I'd love to have the lights off and then turn them off when you ambush somebody.

#19 Ravn

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Posted 29 April 2012 - 09:39 PM

Yes, the ever ninja like skills of the Atlas. Compact and deadly silent. Every movement barely detectable... unless you have ears or can discern between not an earthquake and earthquake.

#20 Sporklift

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Posted 30 April 2012 - 04:44 PM

View Postpesco, on 29 April 2012 - 05:37 PM, said:

I'm sorry if I sounded blunt. But you're confused:


Large by your definition and detailed are unrelated.


You could scale the infantry down to match and nobody would be able to tell the difference.


I'm sure the infantrymen would notice!





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