Just one of those things that isn't really important, but I found it interesting. Was watching video on YouTube when I came across this glitch. they were talking about. Don't care about the glitch. What I found really interesting watching it is the detail that BioWare put into the Normandy.
The guy is glitching by basically finding a way into the 3D geometry and walking behind the walls to get to the lab area. But look at the stuff that's behind the walls and would never be seen by a player. There's conduit, support beams, panels, bulkheads and all kind of stuff.
I know .. I know .. not Earth shattering by any means, but I thought it was cool.
Glitch amazed me for detail
Débuté par
Manton-X2
, mars 07 2010 11:25
#1
Posté 07 mars 2010 - 11:25
#2
Posté 07 mars 2010 - 11:39
There is quite a lot of interior structural modeling that would be a bit unnecessary in regards to visual design, it goes to show the attention to detail their modeling team has which is good.
What really gets me though is all the loading sequences that guy has, I really feel sorry for people playing ME2 on single core machines.
I don't get those loading areas except at one point between the Science Lab and the Armory and thats after I've completed Mordin's loyalty mission and I guess they're loading his Gilbert and Sullivan video there.
Other than that the only "loading" that goes on, on the SR2, for me, is in the elevator and even that is really fast.
What really gets me though is all the loading sequences that guy has, I really feel sorry for people playing ME2 on single core machines.
I don't get those loading areas except at one point between the Science Lab and the Armory and thats after I've completed Mordin's loyalty mission and I guess they're loading his Gilbert and Sullivan video there.
Other than that the only "loading" that goes on, on the SR2, for me, is in the elevator and even that is really fast.
#3
Posté 07 mars 2010 - 12:22
I wonder why they spent more time trying to create in the visual sense - real detailed worlds.. even overly detailed - the nice eye candy, but then turn around and limit the random interactions your squad mates have with each other and with the world.
Oh wait.. for the shooter crowd.. silly me.
Oh wait.. for the shooter crowd.. silly me.
#4
Posté 07 mars 2010 - 01:20
Putting work into things noone will ever see (unless they glitch through walls) is not really effective...
#5
Posté 07 mars 2010 - 01:22
It's called attention to detail, Vena. It's amazing that they did it.
#6
Posté 07 mars 2010 - 01:58
Attention to detail that no one will see...
#7
Posté 07 mars 2010 - 03:01
I love attention to detail more then anyone else. But details that you only see through a bug are not really part of the game and just a waste of developing time and hardware power.
Modifié par Vena_86, 07 mars 2010 - 03:03 .
#8
Posté 07 mars 2010 - 03:06
I imagine they put all the support structures in so they'd get all the proportions of the ship right and make it fit together.
Still amazingly cool though.
Still amazingly cool though.
#9
Posté 07 mars 2010 - 03:20
The ship is still bigger on the inside than outside.
#10
Posté 07 mars 2010 - 03:56
Dethateer wrote...
The ship is still bigger on the inside than outside.
How do you figure that out? I think it is pretty clear that the interior fits well into the outer shell.
#11
Posté 07 mars 2010 - 04:21
This is pretty unremarkable.
If you actually go and do this in-game, you'll see it's really not all that detailed back there. Just some random geometry with the textures on it. I'd be more surprised if there was simply nothing back there whatsoever. Most of what's there is for the room outside the captain's quarters where you can see the inside of the hull.
If you actually go and do this in-game, you'll see it's really not all that detailed back there. Just some random geometry with the textures on it. I'd be more surprised if there was simply nothing back there whatsoever. Most of what's there is for the room outside the captain's quarters where you can see the inside of the hull.




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