Why do FAKE Sliding Doors Exist in PS1 Games?

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Marcis

Marcis

Күн бұрын

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Пікірлер: 40
@grunnindieps1-stylesurviva200
@grunnindieps1-stylesurviva200 Жыл бұрын
Interesting, I never realized that they didn´t actually move. I like how you looked up an example of a door that did and showed how that looked from different camera angles. Cool stuff!
@Marcis.
@Marcis. Жыл бұрын
There are still many hidden secrets left to discover!
@vrojak7636
@vrojak7636 Жыл бұрын
I was recommended your channel by AngeTheGreat, and you've just earned yourself another subscriber :)
@TheTechDweller
@TheTechDweller Жыл бұрын
The lack of a depth buffer must have really been tough on PS1 developers. There's so many limitations and issues that arise because of it. It's funny to compare the world is not enough to goldeneye on the N64 because that DID have sliding doors.
@Marcis.
@Marcis. Жыл бұрын
Yeah, but look how creative the solutions are! They really had to think outside the box.
@JohnDoe-pk8lc
@JohnDoe-pk8lc Жыл бұрын
hey where is mah refund. jk nice video
@mr.m2675
@mr.m2675 Жыл бұрын
yeah before watching the video i was confused why it would be done like that but i realized that it would be an issue with the z order of the polygons like you said at the end of the video
@mr.m2675
@mr.m2675 Жыл бұрын
are there any moving textures in 007? i can't think of any good reason either
@JuraKudrik
@JuraKudrik Жыл бұрын
Thank you for these videos, really interesting, always eager for the next one!
@laytonvicars4606
@laytonvicars4606 Жыл бұрын
Maybe because there was no sense in doing this? The textures in both examples are very different. In 007 it barely noticeable. In the Alien if they didn't compensate it the texture would look like in the example with the box.
@Marcis.
@Marcis. Жыл бұрын
Yeah, not the best example but there are more sliding doors in the game and in most cases it's easier to see the distortion.
@laytonvicars4606
@laytonvicars4606 Жыл бұрын
@@Marcis. anyway, great video. It's a neat trick I never thought about, even if I saw it probably a hundreds of times :D
@lukabrasi001
@lukabrasi001 Жыл бұрын
i think in MGS1, the sliding doors actually slide instead of scaling to the side
@StarkCraftsYT
@StarkCraftsYT Жыл бұрын
✨✨🙌
@ethanwasme4307
@ethanwasme4307 Жыл бұрын
who else makes content like this, no one! 😎
@irritablerodent
@irritablerodent Ай бұрын
I was immediately thinking; "Could you somehow counter-distort the texture to hide... oh... yeah, like that."
@59spadesofalife52
@59spadesofalife52 Ай бұрын
Im curious because I thought it was impossible how did you increase the FOV in resurrection?
@eeanditto9156
@eeanditto9156 Жыл бұрын
and he's BACK AT IT with the quality content!
@swayybaby9772
@swayybaby9772 Жыл бұрын
When do you think your game will come out?
@Marcis.
@Marcis. Жыл бұрын
There is still a lot to do so I can't give a release date just yet.
@ZanaGBYT
@ZanaGBYT Жыл бұрын
no ZBuffer on PSX. So you really want to avoid flickering Z-Fighting doors.
@phantomarchive
@phantomarchive Жыл бұрын
So cool
@samoliverdev
@samoliverdev Жыл бұрын
How you got the wireframe effect on ps1 games?
@Inkazor
@Inkazor Жыл бұрын
I love these videos. Plz keep them coming!
@delick01
@delick01 Жыл бұрын
I want my refund. LOL.
@Marcis.
@Marcis. Жыл бұрын
muahahahaaaaa
@danielvutran
@danielvutran Жыл бұрын
@vexedev
@vexedev Жыл бұрын
So did they just offset the UVs to compensate for the scale in Aliens?
@Marcis.
@Marcis. Жыл бұрын
That's my guess but who knows what kind of tricks they used!
@Thelango99
@Thelango99 Жыл бұрын
@@Marcis. Could be truncating the texture on one axis somehow.
@wiktor3727
@wiktor3727 Жыл бұрын
it has its charm
@CYON4D
@CYON4D Жыл бұрын
Nice one.
@bogiesmigforl1
@bogiesmigforl1 Жыл бұрын
How did they compensate for the scaling in Alien though?
@Marcis.
@Marcis. Жыл бұрын
That's a good question! I can think of a couple of ways how to do it in Unreal Engine but back then? Who knows?
@CyberWolf755
@CyberWolf755 Жыл бұрын
@@Marcis. Can you scale the UVs (or whatever was the equivalent) on PS1 console?
@Marcis.
@Marcis. Жыл бұрын
Definitely!
@TheSuperQuail
@TheSuperQuail Жыл бұрын
So they could have scaled the textures in relation to the scaling mesh?
@AlFredo-sx2yy
@AlFredo-sx2yy Жыл бұрын
@@Marcis. well, considering this was back during the PS1 era, i guess they were still using some form of fixed pipeline so the way that it is possible to do it in unreal would not be exactly the same way they did it in the PS1. My best guess is that they would scale the door's geometry, and at the same time scale or displace the vertices' UV coordinates to make the texture look like it was actually moving along with the door instead of stretching. Im guessing that a way to do it would be to get all the vertices that are attached to the way and displace those, but that would work only if the door was 1 single poligon. Considering how the door in alien was made out of multiple polys, then the only idea i have left would be that they scale outwards relative to the edge that is being scaled down. That is, scale the door's geometry in one way and the UVs in the opposite way. The only problem i have with this idea is that im not sure it is the most performant solution so i dont know if this is really what they chose to do. I mean, i think it would be possible to do this operation in the PS1, but still, im full of doubts tbh lol.
@pindeveloper
@pindeveloper Жыл бұрын
It seems to me it would be easier to do if the doors open, they just move into textures, and do not change their scale, but to whom how🤔👍
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