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- #Return to castle wolfenstein enemy territory gameplay mod#
- #Return to castle wolfenstein enemy territory gameplay software#
Paul Wedgwood: When we started working on the initial design with Kevin Cloud (Co-Owner of id Software), we knew that to evolve Wolfenstein: Enemy Territory’s game-play to the level we all wanted, we needed an engine that would support terrain rendering, multiplayer gaming and vehicle physics. Shack: What, if anything, has gone into adapting the DOOM 3 engine for such huge environments? It's definitely out of character with most of the games based on the technology. Even a vehicle’s traction itself is determined from this huge texture, giving a vehicle better road-handling on asphalt than on mud. For example, appropriate footsteps are played on sand versus concrete, while driving off-road will result in gravel particles being kicked up when a vehicle loses traction and the appropriate sound effects being played. This feature accurately determines the implication of different surface types on gameplay. Perhaps even more importantly than the visual benefits, we’re also able to derive gameplay-affecting properties from the texture itself rather than the underlying polygons. What’s more, we ‘brute force render’ the terrain right to the horizon - there’s no artificial fogging hiding the view.
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The really amazing thing about the MegaTexture technology is that only around ten megabytes of video memory and twenty megabytes of system memory are used to display it. Our Artists are then able to paint additional fine unique detail such as cracks in road surfaces, or they can texture modeled elements such as shell and plasma blast craters in the terrain.Īll of this is compiled into a five gigabyte source texture - hundreds of times larger than the average high-resolution desktop wallpaper. MegaGen makes moss grow up the steeper slopes and cling to rocks, grass grow in the flatter areas, and sand and snow gather appropriately in the crevices between rocks. MegaGen can automatically distribute materials such as grass, sand and rocks across the landscape, based on altitudes and the angles of incline. This represented the first of several significant advances for the Doom 3 engine for example, the MegaTexture technology has a tool suite called MegaGen, which really helps our Level Designers generate the initial map layouts.
#Return to castle wolfenstein enemy territory gameplay software#
Paul Wedgwood: Sure! John Carmack at id Software devised the MegaTexture technology as a way to generate and exploit a single huge, unique, untiled texture to cover the entire landscape of a map. Shack: Could you go into some detail about the workings of Carmack's "MegaTexture" technology used in the game? Here's what he had to say about my Quake Wars queries:
#Return to castle wolfenstein enemy territory gameplay mod#
Locki brings plenty of the experience to the table for Quake Wars, having previously served as lead designer on the popular Q3F mod and then of course serving as lead designer on the surprisingly free Enemy Territory: Return to Castle Wolfenstein. I managed to get a few questions off to studio owner and lead designer Paul "Locki" Wedgwood, who answered at much greater length than I had expected given how busy they must be. With E3 fast approaching, the guys at Splash Damage are in crunch mode to make sure Enemy Territory: Quake Wars is in top form when it's playable at the show.
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