![]() HyperCard for prototyping the game/exporting data files to Broderbund/Sunsoft/etc.Media Cleaner Pro for movie compression.DeBabelizer and PhotoShop for texture editing/compositing/touchups.The program is made famous for the dinosaurs in Jurassic Park. ![]() SoftImage 3D is for SGI (Silicon Graphics Indigo) Workstations. The primary modeling/animation program used in RIVEN was SoftImage 3D, with LumeShaders doing different effects such as water, clouds, and wet surfaces. Graphics and Construction tools used in RIVEN: If you've seen both the Mac and PC versions of MYST, you know the difference. Brøderbund had been working on better visual effects since MYST, likening RIVEN graphics to those in the Mac version of MYST. RIVEN was in the making for over four years.Īlthough the Graphics Engine for RIVEN isn't the exact same engine as was used for MYST, it is very similar. Intricate detail can be found throughout RIVEN, from wind-shifted topsoil blanketing a mountainside, to the knotted woodgrain of a table top, to RIVEN shimmering water, which undulates, reflects and glints in the sun. ![]() A single RIVEN island is represented by about 2.5 million triangles. At the time the game was made, the various islands which make up RIVEN was the largest wireframe models anyone had been working with. Some of the scenes took over an hour to render on Cyan's SGI Indigo Workstations (they had 13 of them). RIVEN contains over 4,000 fully-rendered scenes and 1,000 QuickTime movies (over three hours of astonishing animation). The screens in RIVEN has 608x392 pixels and 256 colors for each image, taking up almost the entire screen. HyperCard was colorized using a proprietary version of Symplex System's HyperTint, written by John Miller. Graphics and Construction tools used in MYST:Īll images and animations were modeled and rendered on six Macintosh Quadras using StrataVision 3d by Strata, Inc. The palettes used in the Windows version of MYST: In all, the island has one tenth of the geometric detail of a RIVEN island. ![]() The ground cover for the entire island is a single texture image painted onto an extruded surface. When MYST was originally constructed, each tree was modeled using just two cones - one for the trunk, and one for the foliage. For example, there are whole forests of trees on MYST Island but no leaves. The screens had 543x332 pixels, taking up approximately three quarters of the screen. Renders for each Age was displayed in a palette of only 256 colors, which, though expertly devised, limited the tonal range of finished images. Simple geometry and low texture resolutions made high contrast between light and shadow in the original MYST. ![]()
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