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Trailer sull'engine di Mount & Blade II: Bannerlord.
Trascrizione
00:04Hello and welcome to Mountain Blade 2 Banalord Blog 8, Engine Power.
00:09This time we've decided to make a video in order to demonstrate some of the features of our powerful new
00:14engine for Banalord
00:14and how they work in our all new editor.
00:17As standard, all of the features shown in this video that we use to develop the game will be made
00:21available to modders.
00:24As you may already know, we use our own in-house engine for developing our games.
00:28This gives us greater flexibility and allows us to implement the engine features exactly as we want.
00:34One of the requirements we had for Banalord was to have much better graphics and animations without sacrificing gameplay or
00:40performance.
00:41Therefore, our engine team set out to create a much more powerful game engine that would satisfy our unique needs
00:46for our next game
00:47by supporting much larger maps, bigger, more complex battles and have hundreds of agents acting independently in real time.
00:54In the editor, terrain elevation can be generated randomly or imported from a height map image.
01:01Likewise, materials can be imported directly into the editor, as you can see right now.
01:05As the various terrain types are imported, the layers of snow, rock, grass and earth come together to make a
01:11realistic environment,
01:12which has been prepared using a standard format.
01:15The terrain can also be sculpted and repainted from inside the engine.
01:19And here's the result. Around 225 km2 of mountainous terrain, much larger than any area in our previous games.
01:27We can also adjust the water level from inside the editor, tweak its opacity and colour, with the result immediately
01:33visible.
01:34This makes it easy to tweak and adjust on the flight.
01:37As mentioned in our previous blogs, we have a tremendous amount of control over the atmosphere,
01:42with standard variables like fog density and colour, wind, sun colour, strength and position,
01:48as well as advanced features like Rayleigh scattering, Mie particle size and post-FX options.
01:56The editor itself is a fully customisable, professional tool.
02:00All of its elements can be switched on and off, scaled, snapped and tabbed into any position,
02:05and even separated into different windows,
02:07something that users with multiple monitors might make use of, to maximise their view of the scene.
02:13Flora painting is something we've mentioned before, but it's illustrated much better in video.
02:18Here we're making use of the layer flora option, where flora can be added directly into a textured paint layer.
02:24This allows for adjustment of the flora type and density to be made after painting it onto the terrain.
02:30Flora includes plants and trees, but the system also works well for brushwood, small rocks and mushrooms.
02:37The engine automatically snaps all flora to the ground and morphs it for a natural effect,
02:41so the terrain can easily be re-sculpted even after adding flora.
02:45This adds freedom to the workflow of creating a scene.
02:48Flora can also be added independently of paint layers, which tends to work better for big objects like trees.
02:54They can be placed individually with a hotkey, or painted to create forests in a matter of seconds.
03:04We can also paint custom materials directly onto objects placed in the scene.
03:08This provides extra freedom to the scene creator, since it's all handled inside the engine,
03:16It's a way to break up the repetitiveness of the wall texture by adding extra detail.
03:20This is particularly useful for adding wear and age to objects.
03:26Here is a demonstration of our decal system, being used to apply a simple puddle onto the ground.
03:31This projects directly onto the terrain, allowing for an easy addition of unique details, with no clipping errors.
03:38The engine also includes a class system, for objects that use special scripts, just like these turning sails on the
03:44windmill.
03:45Parameters of the script can also be changed inside the editor.
03:48Rotation speed, in this example.
03:51There are more advanced uses for this feature, beyond simple motion, but we'll save talking about those for another time.
03:58Tessellation allows us to achieve super high levels of detail, by adding extra geometry nearer the camera.
04:04With the wireframe activated, you can see how the engine only adds detail where it will be visible,
04:09while distant terrain stays at a low polygon count for optimal performance.
04:19For the latest info and updates, follow us on Twitter, and like us on Facebook.
04:53Thank you for joining us on Twitter, and we'll see you next time.
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