Dev Blog 01/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_64_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>3D artists give shape to the world we see and experience in a video game. But the devil is in the details, and sometimes what makes a game live and breathe are the small things: not the main characters and impressive buildings, but day-to-day objects such as tools, weapons, and clothes. Gameplay can be as immersive as can be to make you feel like a medieval warrior, but if you’re clothed in sweatpants and the world around you is made of cardboard, immersion jumps out of the window. Today, we talk with one of our 3D artists, Ülker Dikmen, who is one of the people responsible for making Mount & Blade II: Bannerlord not just beautiful, but also a believable world.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/84
 
Don't know why they seem to be wasting so much time on the texture detail of some clothes but whatever; I don't even want the game out yet until swing animations are improved.
 
BIGGER Kentucky James XXL said:
...Cloth physics are definitely going to be removed at a certain distance. No computer can process more than a few dozen cloth simulated agents, and in most games with cloth physics there is a falloff region where cloth is still simulated but deforms less and less so that the boundary isn't too abrupt.

Big flags are a major plus in Bannerlord. Even at a distance static flags would be obvious. Do they change from cloth physics to animated shaders at a distance or will TW maintain cloth physics for them? Or are they rippled at all distances by an animated shader as opposed to cloth physics?

froggyluv said:
NPC99 said:
blog_post_64_taleworldswebsite_04.gif

Awesome clothing, skinning, cloth physics and idle animations. My game persona is in love. Where can I track her down? What’s her favourite poem? Given Bannerlord’s modding potential, I promise to bring colour back into her life.  :grin:

Dont be fooled mate thats Kelly Bundy in a waif's outfit. Your poetry will fail you unless it Trent Reznor styled black chaos dissonance. She got bad boy syndrome fo sho.

If that’s the case, I’ll swallow my honour and code a game cheat to win her hand regardless.  :grin:
 
NPC99 said:
BIGGER Kentucky James XXL said:
...Cloth physics are definitely going to be removed at a certain distance. No computer can process more than a few dozen cloth simulated agents, and in most games with cloth physics there is a falloff region where cloth is still simulated but deforms less and less so that the boundary isn't too abrupt.

Big flags are a major plus in Bannerlord. Even at a distance static flags would be obvious. Do they change from cloth physics to animated shaders at a distance or will TW maintain cloth physics for them? Or are they rippled at all distances by an animated shader as opposed to cloth physics?

You are definitely right, I imagine that the same thing will happen when simulating the physics of the horse's manes (when you distance yourself from the element in question there is a kind of popping where this element and its physics appears and disappears).

rAxImB.gif

(White horse without rider left side)

Interesting question NPC99, to see if there is luck and we obtain a clarification.
 
Bit concerning that actual historical depictions of armour are her last choice when it comes to finding inspiration, but she seems to be doing well so far with the designs. But please please please please don't stumble into the pitfall of using all greys and browns that "TV shows and Movies" use when inaccurately portraying peasantry.

I didn't see one flourish of colour within any of the clothing presented within the blog.
 
Will the movements of the fabric be caused by movement or by some kind of "wind"?
In case it is the wind, we will see things like dust and sandstorms? Just curiosity.
 
Sandstorms is considered one of the most GPU taxing tasks to implement correctly, and even then since the AI can cheat by not using line of sight I can only see sandstroms as a hindarance to the player.

Bad for performance. Bad for gameplay.
 
Sr_Um2 said:
Will the movements of the fabric be caused by movement or by some kind of "wind"?
In case it is the wind, we will see things like dust and sandstorms? Just curiosity.

yeah i hope so too considering bannerlord gonna have weather, it need to do something rather than just eye candy.
even better if the wind will also affect projectile and other stuff like fire maybe.
 
hiul said:
Sr_Um2 said:
Will the movements of the fabric be caused by movement or by some kind of "wind"?
In case it is the wind, we will see things like dust and sandstorms? Just curiosity.

yeah i hope so too considering bannerlord gonna have weather, it need to do something rather than just eye candy.
even better if the wind will also affect projectile and other stuff like fire maybe.

Bannerlord flags move consistently, confirming wind simulation in TW’s cloth physics.

https://www.youtube.com/watch?v=gARJxEDzg6k

https://www.youtube.com/watch?v=45n7_xboZJU

Hopefully Bannerlord’s cloth editor will be just as easy to use.  :grin:
 
hiul said:
Sr_Um2 said:
Will the movements of the fabric be caused by movement or by some kind of "wind"?
In case it is the wind, we will see things like dust and sandstorms? Just curiosity.

yeah i hope so too considering bannerlord gonna have weather, it need to do something rather than just eye candy.
even better if the wind will also affect projectile and other stuff like fire maybe.

As far as I can recall Bannerlord has more simulation of weather than Warband, seasons being a big step, I can't recall any specific instances of the weather being simulated during battle but that doesn't necessarily mean that they won't be included. I think it's very likely that Bannerlord will have rain, fog, and maybe even a snowstorm. Sandstorms could also be included but they probably won't be what you envisioned. Same for blizzards. In deserts they could have purely visual effects of desert wind blowing sand.

As for wind affecting projectiles? I wouldn't find it likely. Doesn't seem like a simple thing to add in. I could be wrong though, but that brings up another question: should they?



KhergitLancer99 said:
Butterlord of Praven said:
Holy Butter, these cloth physics look absolutely stunning!

Haha nice combination (nickname + profile image + "holy butter") !  :lol:

Totally agree with Lancer, very nice combination. A tip of the hat to you.

Found the profile pic online in a higher resolution for anyone else who wanted Swadian propaganda "art".
ipovi1xca1rx.png
 
vicwiz007 said:
Ah cloth physics, another beautiful example of something being reworked causing the delays. Well it looks great so i guess it paid off in this feature, we'll have to see about the others!

dragon idiot said:
Don't know why they seem to be wasting so much time on the texture detail of some clothes but whatever; I don't even want the game out yet until swing animations are improved.

Why do you think it's delaying the game or wasting time, She outright says in the blog she's gone back to improve her older stuff, she has to do something while waiting for the other devs to finish up. Artists don't do everything...they do the art.

Would you rather she said "I've finished my bit now so I just sit and drink coffee and eat crisps, who needs cloth physics anyway?"

The physics do look brilliant, hope they do something with the hair though....that looks pretty rigid.
 
Lord Engineer said:
hiul said:
Sr_Um2 said:
Will the movements of the fabric be caused by movement or by some kind of "wind"?
In case it is the wind, we will see things like dust and sandstorms? Just curiosity.

yeah i hope so too considering bannerlord gonna have weather, it need to do something rather than just eye candy.
even better if the wind will also affect projectile and other stuff like fire maybe.

As far as I can recall Bannerlord has more simulation of weather than Warband, seasons being a big step, I can't recall any specific instances of the weather being simulated during battle but that doesn't necessarily mean that they won't be included. I think it's very likely that Bannerlord will have rain, fog, and maybe even a snowstorm. Sandstorms could also be included but they probably won't be what you envisioned. Same for blizzards. In deserts they could have purely visual effects of desert wind blowing sand.

As for wind affecting projectiles? I wouldn't find it likely. Doesn't seem like a simple thing to add in. I could be wrong though, but that brings up another question: should they?

Interesting topic
It would be incredible if Taleworlds had adapted in its engine a powerful simulation of particles on rigid bodies applying real physics through the Newtonian mechanics of inertia, force-mass-acceleration and action-reaction.
Anyway to find something like this in-game would also be interesting even if it was purely cosmetic...

GrQprv.gif


devblog 13/09/18
CAN WE DESIGN OUR OWN PARTICLE EFFECTS WITH THE ENGINE? (FOR EXAMPLE, IF ONE WANTS TO MAKE A “MAGIC EFFECTS” OR BOIDS BIRD FLOCKS IN HIS/HER MOD)
“We have a very detailed particle editor created from the feedback given by our artists. It is possible to create an infinite number of different particle effects with this editor by defining emission, movement and visual properties of the desired particle effect. You can use one or more emitters in a single effect (which might have a parent-child relationship) to create complex effects like a flying stone creating a dust trail, or as mentioned, a magic effect. But currently, we don’t have a built-in flock algorithm implemented in the particle system. However, you can implement it yourself with our scripting system.”
 
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