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Fallout 3 Forum Tidbits

(PC: Single-Player RPG) | Posted by Dhruin @ Sunday - October 19, 2003 - 04:34 -
| Game Info | Screenshots
No Mutants Allowed has posted another interesting selection of Black Isle forum tidbits from JE Sawyer and Damien 'Puuk' Foletto. Here's Josh on the engine:
The engine used in Jefferson and Van Buren is, in fact, tile-based, but it looks nothing like Neverwinter Nights. This is mostly due to the fact that Neverwinter Nights had relatively low poly environments and a solely dynamic lighting solution.

In our engine, artists make tile sets, meta-tiles (special pieces that range from the mundane "break-up-the-pattern" sections to unique buildings and entire maps), and prop sets. Designers place the tiles and meta-tiles, then go back and populate the area with static props and dynamic useable objects (like generators, computers, doors, etc.). The level then gets imported into Lightwave, where artists light it. The lightmaps are then burned using a third-party plug-in called Microwave. Then the designer imports the level back into the editor, where the lightmaps are stitched together and the octree is built.
He goes on say it's so sharp people mistake it for 2D. Here's a nice comment from Puuk about sneaking:
eeeehhhh, no! Being able to steal someone's armor while they're wearing it is recoculous, perk or no. There will be perks to enhance your ability to sneak and steal, but nothing as "out there" as gaining the ability to steal someone's armor, clothing, assault rifle while they are equipped.
Speaking of sneaking, and building a bit more on the whole theme here, lighting and sound will play a role in one's ability to sneak around. That's all I'm going to say... for now.
No magical pick-pocketing of large items, even if someone's extra PA can fit in their back pocket (That'd have to be one really big pocket and an even bigger butt to fill it out *shudder*).
I like the sound of that! As usual, head over to NMA for the lot.
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