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Thread: Real-life Dogon village | Forums

  1. #1
    Senior Member kimi_'s Avatar
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    In one of our screenshots we show a Dogon village:



    Now take a look at the real one! Sorry, but the video is in French, but at least you can see it. Thought it would be something interesting to share...

    Real-life Dogon village

    Twitter: @KimiMatsuzaki
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  2. #2
    Senior Member kimi_'s Avatar
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    In one of our screenshots we show a Dogon village:



    Now take a look at the real one! Sorry, but the video is in French, but at least you can see it. Thought it would be something interesting to share...

    Real-life Dogon village

    Twitter: @KimiMatsuzaki
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  3. #3
    Nice location footage.
    And the shot above is very nice!

    Are the Cliff structures/caves just textures or models?

    Nice overhang above them, if modelled is that Dunia's equivalent of Voxels or is that just a rock model at the top?
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  4. #4
    such clones? are very cool and interesting. <3
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  5. #5
    That lot looks like its going to be hard work to fight through!!
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  6. #6
    I would say all that you see in that screenshot has been rendered in full 3D by the engine. FC2 (and any other game these days) is beyond using a texture for a backdrop. I can see how it looks that way though.

    I love the attention to detail of the architecture in this game. gives a very unique feel.
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  7. #7
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">FC2 (and any other game these days) is beyond using a texture for a backdrop. </div></BLOCKQUOTE>
    No they're not.
    Cryengine2 uses textures on surfaces to save having to render distant models. Its a simple and effective trick if you dont have too many texture varieties in a map.

    There are at least 4 ways to my knowledge to achieve that effect, probably more for the pro's

    1. PS the whole background and superimpose the huts from an in engine shot. In the absence of clarification, that may well be what is shown above. Nice looking even if it is, since its the foreground images they are showcasing.
    2. Use coarse textures on distant terrain to give the impression of detail. (this is a lot easier with something uniform like trees)
    3. Create holes in the terrain and populate them with models to give the impression of overhangs and caves.
    4. Allow the terrain to be deformed to create the shapes required.

    CE1 could do 3 but not 4, with CE2 voxels you can do both.

    Still waiting to see some Dunia specs; where apart from the streaming of the 50 Km area have they impemented the 90% of new code, and what it means for functionality.
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  8. #8
    Senior Member kimi_'s Avatar
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    We look forward to giving you some tech details to chew on, as well.

    Twitter: @KimiMatsuzaki
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