Rayman 3
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Elite Piranha

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Re: Rayman 3
I don't know much about these things, but those links are from 3 years ago, so maybe at that time they were more limitations?
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PluMGMK

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Re: Rayman 3
No, Source has been around since 2004 or earlier, and it has seen less development since Valve started using Source 2 in the middle of the last decade.
But in fairness, Source is probably limited in different ways to OpenSpace, given that it's tailored to different usecases (e.g. online multiplayer).
But in fairness, Source is probably limited in different ways to OpenSpace, given that it's tailored to different usecases (e.g. online multiplayer).
Re: Rayman 3
This is a workshop item for Source Filmmaker. That one hasn't had any attention from Valve in a long time and has always been outdated and bad, so much so in fact that it's still stuck in beta and will remain there forever. The only lights that exist in that program are dinky spotlights 
That being said the uploader most likely used the hammer map editor to build the map, which should have the option to add proper lights. But I don't know much about that either, and it's supposedly a nightmare to work with anyway.
edit: I also distinctly remember you could only have a limited number of spotlights (6?) in your scene before SFM started whining about it.
That being said the uploader most likely used the hammer map editor to build the map, which should have the option to add proper lights. But I don't know much about that either, and it's supposedly a nightmare to work with anyway.
edit: I also distinctly remember you could only have a limited number of spotlights (6?) in your scene before SFM started whining about it.
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PluMGMK

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Re: Rayman 3
Yeah, you can add static and dynamic lights with Hammer, and then the radiosity program performs a bunch of long ray-tracing calculations to bake each surface's illumination into the BSP file itself. I had kind of assumed OpenSpace did something similar, especially since in Rayman 2 moving surfaces can look completely different to static ones (like the orange rotating stone platforms in the blue Cave of Bad Dreams). But then on closer inspection, OpenSpace clearly doesn't use BSP, so maybe the way it cooks its lights is completely different too!
Also yeah, I think six env_projectedtexture entities per map in SFM, up from Portal 2's limit of just one!
Also yeah, I think six env_projectedtexture entities per map in SFM, up from Portal 2's limit of just one!
Re: Rayman 3
To be fair, OpenSpace's lighting can be pretty difficult to recreate. It has a ton of weird light types that I haven't seen used in many engines (then again, I'm not familiar with that many engines).
Lights in OpenSpace aren't designed to be realistic light simulations, but are instead art tools: For example, "alpha lights" that absorb alpha on transparent objects (this is how water is faded out near walls, or how Rayman disappears when he walks into the void at the end of the Sanctuary of Water and Ice 1). Or "painting lights", which just paint a color on an object regardless of whether that object is facing the light or not.
Also, lights only apply to specific sectors -- for example, put a platform into a separate sector, add a green painting light that's only applied to that sector, and you have a green platform. You can also set flags for whether they should be applied to objects, the environment, or both.
For Raymap I couldn't use the proper (but limited) Unity lighting system to emulate the OpenSpace lights, and had to pass the lights as data to the shaders instead.
Lights in OpenSpace aren't designed to be realistic light simulations, but are instead art tools: For example, "alpha lights" that absorb alpha on transparent objects (this is how water is faded out near walls, or how Rayman disappears when he walks into the void at the end of the Sanctuary of Water and Ice 1). Or "painting lights", which just paint a color on an object regardless of whether that object is facing the light or not.
Also, lights only apply to specific sectors -- for example, put a platform into a separate sector, add a green painting light that's only applied to that sector, and you have a green platform. You can also set flags for whether they should be applied to objects, the environment, or both.
For Raymap I couldn't use the proper (but limited) Unity lighting system to emulate the OpenSpace lights, and had to pass the lights as data to the shaders instead.
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PluMGMK

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Re: Rayman 3
That's really interesting, especially about the alpha lights! And yeah, I figured it would be difficult to recreate what OpenSpace does in Source, but the choice of the word "limits" just kinda amused me. 
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StelzenBomber

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Re: Rayman 3
Been playing the GC version
And it has differences i honestly didnt expect
Even some voice lines (german) got changed
Though it seems music looping is...not working well
And it has differences i honestly didnt expect
Even some voice lines (german) got changed
Though it seems music looping is...not working well
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Hunchman801

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Re: Rayman 3
Are the dialogues different in the other languages too? 
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StelzenBomber

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Re: Rayman 3
I noticed razzof said something different compared to the other versions in this intro of the wrck8ng ball form
Re: Rayman 3
The music looping was always like that in Rayman 3 HD.
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StelzenBomber

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Re: Rayman 3
Im not playing hd
Im playing the GC version
Re: Rayman 3
I never had it on GC, only in HD. That's a bit strange.
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The Jonster

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Re: Rayman 3
Where does the music loop? I haven’t played that version in awhile so I don’t remember
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StelzenBomber

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Re: Rayman 3
The early levels, after music ends, usualy at the bog of murk, it just never returns and i dont get why
Re: Rayman 3
That's weird, I don't recall having that myself when I was playing it. I had tried the game on other platforms in the past just so see the slight differences.
Re: Rayman 3
Playing the Rayman 3 prototype for PS2 (I played the game via FreeMCBoot on a real PS2, so this is why the quality sucks, I apologize for that) and while pressing and holding R1, R2, L1 and L2 down, along with pressing start (not releasing the L and R buttons while pressing start and being in the menu) and pressing cross to return back to the game, you get these strange texts.
So debug stuff I guess?
Doing one of these texts gets me another Rayman attached to Murfy and Rayman.
Did anybody noticed this before? Haven't checked every text out yet, so yeah one function gave me first person view and with the other one I could look around the environment for a bit.
Oh and here are all of these texts:
https://sta.sh/2a37aqexvjh?edit=1
If someone could translate these please, this would be amazing.
So debug stuff I guess?
Doing one of these texts gets me another Rayman attached to Murfy and Rayman.
Did anybody noticed this before? Haven't checked every text out yet, so yeah one function gave me first person view and with the other one I could look around the environment for a bit.
Oh and here are all of these texts:
https://sta.sh/2a37aqexvjh?edit=1
If someone could translate these please, this would be amazing.
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PluMGMK

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Re: Rayman 3
Mode Quake probably refers to that FPS mode they were working on for a while. I'll have a look at the rest later...
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Hunchman801

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Re: Rayman 3
They all seem related to various camera modes or settings but I'll leave it to PluM to figure out what this gibberish actually refers to. 
Re: Rayman 3
Recently I used Raymap to somewhat systematically find all the interactable objects (gems, red Lums etc) that the devs forgot to remove or accidentally put somewhere out of bounds. Since I thought some of you might also be interested in this, I've put all the findings together in one video which you can see here:
Re: Rayman 3
Oh, this is interesting! I didn't know there were so many gems placed outside the map. 




