How Did They Do That!? - Mario Sunshine's Water

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ClassicGameJunkie

ClassicGameJunkie

Күн бұрын

The first in a series of videos that see's us breaking down an element or detail in a game, and figuring out exactly how the developer achieved it.
As a game developer myself, I hope to bring some unique insight into the minds of the developers who made some of my favourite games.
Follow the development of my game -
/ rawtalenttube
www.CliveGame.co.uk
/ classicgj

Пікірлер: 174
@PresStar2Play
@PresStar2Play 8 жыл бұрын
14 years later and Super Mario Sunshine still has better water than any game that I've played released after it. It's probably the nicest looking water I've ever seen in a game.
@darrynfool0074
@darrynfool0074 8 жыл бұрын
+Natok the Dragon [PresStarToPlay] sounds like you need to play the forest
@ankarar
@ankarar 7 жыл бұрын
The water from Super Mario Sunshine would still require less resources from a CPU / GPU, which makes it very advanced and innovator.
@thebravegallade731
@thebravegallade731 6 жыл бұрын
I've seen better, but that requires bumping settings on a pc with a expensive graphics card or playing on a ps4 pro or xbone x.
@gonk4509
@gonk4509 5 жыл бұрын
It’s good, but it’s not as good as everyone says.
@TheDanteEX
@TheDanteEX 5 жыл бұрын
@@gonk4509 Right? Everyone's exaggerating how good Sunshine's water is. Most games today have better water and every game with a focus on water definitely has better water.
@Deshayzilla
@Deshayzilla 9 жыл бұрын
Every time I see water now, regardless of what body of water, I tell my girlfriend that "it's still not as beautiful as Mario Sunshine's".
@mrpostmancsgo6844
@mrpostmancsgo6844 7 жыл бұрын
Fucking legend
@ibanghertightpoophole2850
@ibanghertightpoophole2850 2 жыл бұрын
Hey man how are you doing? I responded to your comment 5 years ago lol
@003General
@003General Жыл бұрын
@@ibanghertightpoophole2850 liar
@violenceisfun991
@violenceisfun991 4 жыл бұрын
1:35 this tune has been stuck in my head since childhood
@georgem.6076
@georgem.6076 Жыл бұрын
The water in this game was ahead of it’s time.
@squidcoya1996
@squidcoya1996 8 жыл бұрын
This is a cool video. And not just because it's narrated by a miniature Michael Caine.
@Niles-lu2sr
@Niles-lu2sr 8 жыл бұрын
+Sequoya Waring Omg dude, I can't unhear it now. Are you proud of yourself!?
@Broockle
@Broockle 7 жыл бұрын
Nice presentation. Though I would be interested in a break down with a lot more detail. Like how the mesh of the water is even animated like that, does the water work in tiles, so is every tile actually seamlessly animated to fit together at all instances? How does the water drag effect behind Mario work, is that an animated texture following Mario? Every detail like that.
@LandyRShambles
@LandyRShambles 7 жыл бұрын
The water mesh is a plane that is animated using vertex animation, which is essentially just animation of the actual vertices of a model, rather than a "skeleton" that would control very specific sections of vertices in the model. For comparison, character models such as Mario and FLUDD are using a skeleton animation system. The water drag/trail behind Mario seems to be composd of a few elements. Firstly there appears to be an animated texture that's generated dynamically, used for the lines on the sides. Secondly is a rippling effect on the water that creates little circle textures that follow behind Mario. They might be particles of some sort. This is sadly all I could really find to answer some of your questions. I couldn't find anything on the water being tile-based, but it sounds logical and very efficient.
@LandyRShambles
@LandyRShambles 7 жыл бұрын
Aha, the plane follows Mario around, as said by Molten_ in the comments: "the water model is never repeated, it follows mario around. the uv map layers simply offset to look like the water isn't following mario, but if you pay very close attention to the waves it actually is." So instead of a bunch of tiles, it's one very big tile that follows Mario!
@ArchOfWinter
@ArchOfWinter 7 жыл бұрын
Speaking of water, the water from World of Warship is pretty realistic, not just how they look, but how they react to ship movements and powerful gun blasts from massive battleships.
@CrystalFissure
@CrystalFissure 9 жыл бұрын
Wow, you did fantastic view-wise! Very interesting series, and very good to know, especially in light of all the Spyro hacking that has been going on lately.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
CrystalFissure Yeah tell me about it! I've been blown away by the positive reaction, it even reached the front page of r/gaming for a while! Glad you liked it, I'm already half way done with the script for the second in the series now!
@LittleLionRawr
@LittleLionRawr 8 жыл бұрын
+ClassicGameJunkie This is a great concept, I subbed just because of this single video. I'm definitely interested in more of these in-depth videos about game design details..
@wesleytarr6302
@wesleytarr6302 7 жыл бұрын
I am almost irritated by how short your videos are. New subscriber btw, Extra Frames introduced me. I'm too used to longer explanations and seeing more examples.
@joolean3671
@joolean3671 2 жыл бұрын
I really enjoyed the short, but sweet nature of this video. Impulsively searched up info on mario sunshine's water. Thanks for explaining the brilliance behind the magic!
@SirTravelMuffin
@SirTravelMuffin 9 жыл бұрын
I'm loving these videos, I've always enjoyed digging into the little tricks that game developers use. While not a big one, one of my favorites is when a floor collapses into a secret staircase. It's really just a texture that matches the tops of the stairs passing through the stairs themselves
@theCH33F1
@theCH33F1 9 жыл бұрын
I have a few! - Assasin's Creed parkour mechanics. - Portal. Even the way you can see through the portal and stuff. - Splatoon with the dynamic way you can paint anything on the wall and travel through it as a squid. Great video, I subbed.
@Nipponing
@Nipponing 9 жыл бұрын
Nintendo always does water really well. Sunshine, Waverace, Wind Waker, Pikmin (3). All beautiful.
@Nipponing
@Nipponing 8 жыл бұрын
***** Didn't say anything about magic, just that they are really good at making water.
@MultiplayerMario64
@MultiplayerMario64 9 жыл бұрын
Wow, awesome concept for future videos and very well-informed analysis!
@dootskeleton7668
@dootskeleton7668 8 жыл бұрын
Super Mario Sunshine is my fav gam of all time. PERIOD
@Roxfox
@Roxfox 7 жыл бұрын
Ohh... That mipmapping... Brilliant! I never would have thought of that!
@JayHez
@JayHez 9 жыл бұрын
This channel and show will definitely grow, there's no way it couldn't! Keep working at it!
@ExcaliburZero0
@ExcaliburZero0 9 жыл бұрын
This video was quite interesting. I hope you continue to make more videos like this.
@Switchell2
@Switchell2 9 жыл бұрын
Great channel! As an aspiring game dev, this is amazing advice, and an amazing channel! Only 3 videos on this playlist so far, and this is already my favorite channel ever! I already know how this one is done, but since I'm a Sonic fan, it's only natural I suggest this :P- How the physics are done in 2D Sonic the Hedgehog games. If you can expand that topic to the modern Sonic titles (Generations, Colors, Lost World, etc) I'd be really impressed, because I can tell they no longer go by the same method they used to, but I can't quite figure out what it is (and I'm NOT talking about the scripted loops).
@_nRool
@_nRool 9 жыл бұрын
Whilst I know how they did it, Grandia 2's Spell and Special Move FMVs overlayed on top of the game making them blend together was to me the most impressive thing I'd seen in a video game when it first came out. Great video though, really looking forward to more of the series!
@Yetiforce
@Yetiforce 9 жыл бұрын
Thank you so much for this video! I always admired Sunshine's water, and knew there must have been a trick to making it!
@GEhotpants101
@GEhotpants101 9 жыл бұрын
This is my new favorite youtube series.
@martinnaranjo3185
@martinnaranjo3185 9 жыл бұрын
As a beginner indie game developer i must thank you for this kind of video!! Is very hopefull!! Not only to learn! But instead to get yourself "inspired" from other kinds of games that you actually like!. it is nice to see explained some game mechanics! I have only one complain about the videos ... You should put "Examples" of the definitions! =) So people can know what are you really talking about! because i saw your video on a Facebook page and everyone was like: "I do not know what the heck he just explained to me ... but well i learned that Game Development is not as easy as i previously thought" xP
@Saeris_
@Saeris_ 9 жыл бұрын
Cool new series, keep it up!
@goiabexp
@goiabexp 7 ай бұрын
Any time I see good-looking water effects in an animated film, I always call it "GameCube Water" because it looks just like the water in this game.
@Jcolinsol
@Jcolinsol 9 жыл бұрын
If you look at Mario's wake while swimming, as well as some of the water fx associated with the F.L.U.D.D. water gun, you can see that the water textures are distorting the stuff behind them in real time. I'm not quire sure how they did it, with a normal or bump map perhaps, or some kind of full screen effect, but I can't remember any other game from the time having that realistic refraction effect. It always really impressed me.
@UltimateCerberus
@UltimateCerberus 8 жыл бұрын
Exactly the explanation I was looking for! Thanks!!
@Jingleboy14
@Jingleboy14 9 жыл бұрын
Neat concept for a show, got me interested. I'd also be interested to know how they make the Ink effect in Splatoon. The way it applies to geometry, gets the ripples, etc. Might be similar to Sunshine's paint?
@Anthestudios
@Anthestudios 9 жыл бұрын
Jingleboy14 This! It doesn't look all that cartoony at all, it's actually quite realistic. Would like to know more about this.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Jingleboy14 Glad you think so! That's not the first Splatoon request I've had funnily enough. I have an idea how it works, but I'll have to do some research!
@lemmingscanfly5
@lemmingscanfly5 8 жыл бұрын
Goemon a best
@LandyRShambles
@LandyRShambles 7 жыл бұрын
Splatoon could have one of a few different methods for their paint. There's two in particular that come to my mind: First idea is that it's traditional decal rendering, like the blood and bullet holes in, say, Half-Life 2. However Splatoon would also be expanding on it by blending the decals together, as well as giving them shaders and such. Second idea is that the whole level has a UV unwrap, and an extra texture layer for the paint only. This paint is added onto that layer dynamically as the battles go on, and normal-maps and other necessary shader maps are generated by the engine as well. I'm most confident in the second method since, if it were implemented in a different game, it would probably produce something closer to Splatoon than the first method. I could also be entirely wrong in all this, but hopefully I'm not too far off!
@olzhas1one755
@olzhas1one755 7 жыл бұрын
Jingleboy14 its basically a decal, with tons of variations of it
@Ericake
@Ericake 9 жыл бұрын
cool video! I would love to see more of these
@cavzach
@cavzach 9 жыл бұрын
Just discovered this series and love it! Subscribed. =)
@Kiwii3364
@Kiwii3364 9 жыл бұрын
The Ink/Goop used in Sunshine and Splatoon is one I would like to see covered in the future by you guys.
@photonarbiter
@photonarbiter 9 жыл бұрын
As a game artist this series has a lot of appeal for me. It'll help explain how we do things. :D Great idea.
@Phoosh
@Phoosh 9 жыл бұрын
Great video. I wish it was longer and went into more detail instead of just some text definitions. Either way, you earned my sub.
@donoteatmikezila
@donoteatmikezila 9 жыл бұрын
Nice show concept/episode.
@jetstreamjackie3437
@jetstreamjackie3437 8 жыл бұрын
Wow, that's neat! I never even considered how they created the ocean. I had only thought about how difficult it would be to create physics for games like this. Just goes to show how much there is to learn, I guess.
@mz7289
@mz7289 3 жыл бұрын
The water is super un realistic yet it looks super good at the same time
@genkidama7385
@genkidama7385 2 жыл бұрын
they are called decals in modern game engines. meshes projected on to another object with a texture on, usually with some offset to avoid z-fighting artefacts.
@entoma777
@entoma777 6 жыл бұрын
awesome video, well done
@dootskeleton7668
@dootskeleton7668 8 жыл бұрын
And I always thought super Mario sunshine's water looked nice to this day. I was surprised playing this game again!
@JumpCutThoughts
@JumpCutThoughts 9 жыл бұрын
OH M GAWD. DAS HOW DEY DID DAS! seriously though well done man this was pretty good and very informative
@videopsybeam7220
@videopsybeam7220 5 жыл бұрын
"Whoa, Nice Water! :D" -That one guy on Miiverse
@EWToonsInColor
@EWToonsInColor 9 жыл бұрын
Great video, very much looking forward to where this series will go One thing though, the sound design could be better. Was kinda hard to hear your voice at times
@1gnore_me.
@1gnore_me. 8 жыл бұрын
the water model is never repeated, it follows mario around. the uv map layers simply offset to look like the water isn't following mario, but if you pay very close attention to the waves it actually is.
@LandyRShambles
@LandyRShambles 7 жыл бұрын
That's a smart method of doing it. Good info!
@borisvdb
@borisvdb 2 жыл бұрын
Vertex painting doesn't affect the texture file, it paints the vertices multiplying with the colour of the texture.
@riklordrd
@riklordrd 9 жыл бұрын
Love the video and the game, can you do more videos about sunshine please?
@psychostormtrooper3827
@psychostormtrooper3827 3 жыл бұрын
It looks so refreshing
@Donnirononon
@Donnirononon 5 жыл бұрын
Now that i think about it, holy hell did the water look good back then!
@wii166
@wii166 8 жыл бұрын
I hope you continue to grow your channel i really do
@retromillennia795
@retromillennia795 9 жыл бұрын
Great video man! Just a small suggestion, maybe turn yourself up a bit or the in game audio down? Some parts seemed a little harder to hear you! A compressor in whatever program you are audio dubbing into would do the trick! Keep it up!
@DaXzOr
@DaXzOr 9 жыл бұрын
You sound like a young Michael Caine, did anybody ever tell you that? Instantly makes your narration super pleasant to listen to!
@ToonfieldAnimations
@ToonfieldAnimations 9 жыл бұрын
DaXzOr I came here just to comment exactly that... glad im not the only one noticing it.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
DaXzOr Thanks! The man's a national treasure!
@UpOneGaming
@UpOneGaming 4 жыл бұрын
This water is amazing Paper Mario Origami King: Enters Chat
@sebastianstaal1436
@sebastianstaal1436 3 жыл бұрын
Great Job.
@nekture
@nekture 9 жыл бұрын
Are you... are you Michael Caine's son? You sound like it.
@LordDucky1
@LordDucky1 9 жыл бұрын
***** Some people in the UK actually speak like this, you know!
@rodneyabrett
@rodneyabrett 7 жыл бұрын
Cool video. One minor nitpicking detail about how you define vertex painting, though. It is a process by which the color is applied to the mesh, not the texture. Texture maps in the late 90s/early 2000s took up a lot of memory and resources, so an alternative was to color the vertex on the mesh itself(which can be split into multiple vertices on top of each other to blend colors). Homeworld's nebula and space backgrounds were done this way really effectively, for example(pre skyboxes). This vertex color info, of course, can be baked back into a texture file, which might be what you mean in this context here. Cheers
@wolfcult
@wolfcult 9 жыл бұрын
Cool video bud, make some more ;D
@doctorcragmire7299
@doctorcragmire7299 9 жыл бұрын
I have an idea for "How Did They Do That": Shadow of the Colossus and the climbing physics.
@nutzdeez3947
@nutzdeez3947 7 жыл бұрын
I LOOOOOOOOOOOOOOOOOOOOVE this series. Can you please make a video on spelunky? All i want is for you to explain the logic behind the mechanic where the player is standing on the edge of a platform, and he starts wobbling. I am trying to implement this in my own game, so pleeeeeeeeeeease make a vid on it. So far i am loving this channel very very very much. Wish i wouldve found this earlier. Thank you.
@solarblitzX
@solarblitzX 9 жыл бұрын
It would be cool if you continued with Sunshine by discussing how the paint and ink worked. That stuff looks really cool!
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
solarblitzX I may well do an episode coupling that with Splatoons similar system! Thanks for the suggestion.
@XIxXUnknownXxIX
@XIxXUnknownXxIX 9 жыл бұрын
Loving the concept of these videos. I got a few ideas. I was always curious about how exactly they did the models in Mortal Kombat 9. I mean models are models with a few textures and some for eyes and mouth etc. But with XRAY finishers, Do they spawn the bones in when it enters slo mo etc. Nintendo DS. It always freaked me out how Nintendogs could actually make out what i was saying im assuming (cant remember the name) where a program can detect the nouns and stuff and things. Idk. Just a idea or two.
@bigbangbot-SuperSqank
@bigbangbot-SuperSqank 9 жыл бұрын
You're alive! R.I.P. your reviews.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
bigbangbot Indeed! I After I started game development myself, it felt kind of hypocritical to review other peoples games!
@KasranFox
@KasranFox 7 жыл бұрын
What's the effect of the different white balance between the different mipmap levels? All I can imagine is that it'd make water at a specific distance look brighter, mimicking the effect of the Sun's reflection - is that correct?
@LandyRShambles
@LandyRShambles 7 жыл бұрын
The different mipmap levels act as a mask that has a sort of "cut-out" effect going on with its transparency. In short, the darker a pixel in the mask is, the less that pixel will show up. But the game also runs a "cut out" that cuts specific pixels to get a solid, opaque idea of the mask's information. It's similar to how Paper Mario's characters have sharp edges. Certain mipmap levels are also set up in a way that makes very specific distances have a higher brightness than others. You're correct - this gives the effect of the water reflecting light from the sun.
@KasranFox
@KasranFox 7 жыл бұрын
Cool, so my intuition was correct. Thank you! That's a really useful little technique.
@churchofguestmob4498
@churchofguestmob4498 5 жыл бұрын
The developers that worked for cyan called the Shaders Lume Tools Water affect tools for 3DS max possibly other software packages it was made on SGI workstations using software Used on Jurassic Park which is softimage 3d software package
@philly4yoyo
@philly4yoyo 8 ай бұрын
I remember playing this with my cousin and sister and we literally begged our parents to take a swimming just because of his game lol
@backyardbomb98
@backyardbomb98 8 жыл бұрын
And exactly how did they make visual distortions in the water? Were normal maps even used back then?
@kyloctopus
@kyloctopus 9 жыл бұрын
Hey, I was wondering, how did they (Level 5) make a code system in Professor Layton where each copy of the game has a unique code, that was only applicable to a future instalment of the title on your specific DS? It didn't use Nintendo's internet service as none of the game involves. It's just built in the system.
@CrossScrewdriver
@CrossScrewdriver 8 жыл бұрын
+Kyle Silva They probably used the system's MAC address. A MAC address is a static unique identifier given to every hardware trying to access a network and, unlike an IP address, is not dynamically generated by an outside source. Since the MAC address is given to the hardware at the factory and cannot be modified by the user on a game system, it makes the perfect unique ID to use. Another way of doing it would be to use the system's serial number if it is in the system's memory.
@riklordrd
@riklordrd 8 жыл бұрын
+Benoit Desnoyers Or checking the current date and time: 3/13/2016 21:02:34
@h4ngman
@h4ngman 2 жыл бұрын
Nice video. But isn't the whole point of vertex painting that you store the color data along with the geometry data to avoid having to write it to a texture file? I'm also not quite clear on how the mipmapping contributes to the water effect. Is is just used as a way to procedurally add a sort of hacky blur/frequency separation effect to the texture that is then used by the shader to modulate reflections? Because that would be a pretty creative solution
@XIxXUnknownXxIX
@XIxXUnknownXxIX 9 жыл бұрын
Id also like to see something about the tress fx on tombraider? hopefully that was right. and the i tihnk it was cryengine that pretty much invented it. Where it ran on a priority system. Where as you got closer to things they loaded or something like that. I cant remember. Specular lighting. Reflections in water. etc
@alexatkin
@alexatkin 9 жыл бұрын
The time the descriptions of effects stay on screen was too short for the longer descriptions (yeah I know I could pause, but that's cheating), but otherwise a very interesting video.
@snowflakepillow8697
@snowflakepillow8697 9 жыл бұрын
Is there an explanation somewhere of the exact equations behind Mario's movement in, say, SMB1?
@churchofguestmob4498
@churchofguestmob4498 5 жыл бұрын
Shaders the type of material algorithm that lets you make Materials services that looks wet dry metallic and so fourth this is different then a texture or bump map or normal map or displacedment map or defuse map witch is just a 2D picture or video . represents those services and give you that effect the algorithm that they wrote
@Uruk4y
@Uruk4y 9 жыл бұрын
This is realy interesting and intriguing. If this technic is so light or resources and kinda simple to make why isnt it used by other devs?
@churchofguestmob4498
@churchofguestmob4498 5 жыл бұрын
Also if there is an environmental map affecting the texture of the water it will reflect the sky and not to mention the animation of the water special geometry shapes called planes which is a flat surface please can have modifiers that shape of water into waves and all these details in the shape of the water can be dialed in and tweaked also you can animate things affects as you're doing them One key at a time or auto key which records everything that you do in real time
@Inogat
@Inogat 7 жыл бұрын
extra credits brought me here :D
@Godspeeds
@Godspeeds 7 жыл бұрын
extra credits recommend this and brought me here
@DETHREAPER11
@DETHREAPER11 9 жыл бұрын
I know the answer's probably simple, but what's an algorithm for tracking in a video game? Like Ace Combat's missiles, is the code they use to find their target something simple, or is it basically dumbed down military code?
@BananaMana69
@BananaMana69 9 ай бұрын
I have a theory that orig9nally Wind Waker was gonna be 3D and was set in flooded Hyrule to show off Nintendos amazing water, but they couldn't get it wirking right at such a massive scale and then had to switch to cell shaded for the game to work. Just a theory but it would explain why Wind Waker is set in a flooded Hyrule, and why they showed off a realistic 3D demo for it.
@mandatorial
@mandatorial 9 жыл бұрын
Well, the framerate DID drop from 60fps to 30fps because of said water effect so it did have a consequence. Luckily, someone made 60fps possible on Dolphin, but I'm not sure if they had to cut something in the water to do that.
@SianaGearz
@SianaGearz 8 жыл бұрын
+Mandatorial The CPU requirements of this effect are zero, but it does add two rasterization passes, and the GPU of the Wii is simply not particularly fast. So they probably decided to limit the game to 30fps in software to avoid the nasty switching between 30 and 60 fps during the game. Perhaps not just because of the water, because the rest of the objects are likely not to be much easier to render. On PC, you have the inverse issue: a typical CPU has borderline sufficient performance to emulate the various Wii logic units and the inherent complexity of the system, but a typical GPU has a ton of rasterization performance to spare compared to the Wii. Thus simply editing the game executable to remove the 30fps limit should be sufficient.
@mandatorial
@mandatorial 8 жыл бұрын
+Siana Gearz sorry, I'm not fluent in CG-lingo ;P so you're saying that they probably did remove some of the water effect to achieve the 60fps? Or not at all because the PC is strong enough either way?
@SianaGearz
@SianaGearz 8 жыл бұрын
Mandatorial I'm saying that the 30fps limitation was probably mostly artificial to begin with and probably not really just because of water, but because of a larger combination of factors. And that i can't imagine that any graphics changes were needed (or indeed possible without breaking everything) to remove the limitation. And that specific weaknesses of Wii hardware are not present on PC, though PC has its own weaknesses, so it's difficult to reach Wii performance on PC while emulating the whole Wii system in the first place, but when you reach that performance, you still have a lot of specific performance reserves left on PC that you can just unleash.
@LandyRShambles
@LandyRShambles 7 жыл бұрын
The 60fps patch wasn't performance related; it simply slows down the game logic by half, effectively producing twice the frames. The game is then sped up by 200% by outside methods (adjusting cap to 60fps) which gives the impression that the game is running at regular speed at 60fps. The 30fps cap being present was, like you said, a result of implementing the water effects.
@mandatorial
@mandatorial 7 жыл бұрын
Landy R. Shambles interesting, but how couldn't you then use this method to make all 30fps games magically run 60fps?
@RAFMnBgaming
@RAFMnBgaming 9 жыл бұрын
it'd be interesting to know how in older games like ocarina of time they handle player movement when they have rooms which instead of a 3d environment have just a 2d texture that you walk around with a fixed camera.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
HASEnoncorperated Ooh now that is an idea, Resident Evil also did the same thing. I will certainly add this to my list, thanks!
@Swickful
@Swickful 5 жыл бұрын
When the water of a game makes you buy a GCN and Mario sunshine
@Tartubeman
@Tartubeman 8 жыл бұрын
How did they make Epic Mickey's Paint and Thinner effects?
@n1hondude
@n1hondude 9 жыл бұрын
I love Sunshine and I love this effect. Nintendo, always innovating. :D
@TazDee2010
@TazDee2010 9 жыл бұрын
Is this the same sort of thing that makes Wave Race 64's waves so realistic?
@WDShorty
@WDShorty 9 жыл бұрын
There are tons to cover with Shadow Of The Colossus :) they have a .pdf that should help you!
@TGEnigma
@TGEnigma 9 жыл бұрын
Not sure I quite understand how they actually make the water appear as if it's moving.
@Galomortalbr
@Galomortalbr 7 жыл бұрын
Rachet and Clank 1 Water,whas so godanm smooth
@BADC0FFEE
@BADC0FFEE 9 жыл бұрын
mipmap is the texture layer, mipmapping is the technique of using switching mipmaps in the distance, it's not the same thing :) very nice video anyway
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
TheWaveringRadiant That is what sunshine uses, they just have custom mipmap steps as opposed to an auto generated one. The effect is stored as a mipmap and not a different texture.
@Anthestudios
@Anthestudios 9 жыл бұрын
Another question about Splatoon: I wonder how Nintendo stores the data about ink sprayed by a team. I originally thought about a flat sort of bitmap (like the goop maps in the Super Mario Sunshine files), but that wouldn't work since there's also ink on the sides of buildings etc. If you _really_ feel like doing some investigating: how does this data get transferred across the globe so quickly? What do they do to keep the efficiency high and latency low? Thank you!
@Sakori69
@Sakori69 9 жыл бұрын
Anthestudios the walls aren't counted in the scoring, so your method would likely still work.
@Anthestudios
@Anthestudios 9 жыл бұрын
brendoshi They're not, but I can still see where my teammates or enemies have sprayed on the walls. The data also needs to be transfered.
@DjWindmaster97
@DjWindmaster97 8 жыл бұрын
Could you do one for the Hedgehog Engine in Sonic Unleashed?
@lethiagames9208
@lethiagames9208 6 жыл бұрын
what about the goop effect?
@bloodstaindew1888
@bloodstaindew1888 8 жыл бұрын
Wave Race Blue Storm's water also looks nice, even for 2016 standards
@user-sl7wh6iu4m
@user-sl7wh6iu4m 6 жыл бұрын
Wave race on GC has the best most vibrant and detailed water i ve ever seen
@Ike301093
@Ike301093 9 жыл бұрын
How did they get Crysis to run on anything when it came out? I feel that it still looks better than most games from today even though it is already years old.
@caesarcch3879
@caesarcch3879 7 жыл бұрын
A lot of games have realistic sky, and I'm very curious how did they do that?
@theobserver4214
@theobserver4214 7 жыл бұрын
Czarek Chodun 3D skyboxes existed long before Source
@HuddledEragon
@HuddledEragon 4 жыл бұрын
I actually wouldn't mind the bring Super Mario Sunshine, Mario Galaxy games to the switch or create a sequel to the Super Mario Sunshine.
@k-leb4671
@k-leb4671 8 жыл бұрын
How did they do the graphics for water coming out of F.L.U.D.D.? It looks super swell.
@bibasik7
@bibasik7 7 жыл бұрын
I hope Super Mario Odyssey has even better water.
@user-sl7wh6iu4m
@user-sl7wh6iu4m 6 жыл бұрын
No , SMO water looks very gelatin like
@sirNully
@sirNully 5 жыл бұрын
MMMM Water splash and mario shouting Yahoo!
@darnitimstuckstudios
@darnitimstuckstudios 7 жыл бұрын
The WATER IN DONKEY KKKONG 64!! I wanna know how they did that! compared to SM64 it moves and is way more graphics intense
@McAir89
@McAir89 5 жыл бұрын
I think sea of thieves is the first game that has better looking water than sunshine. Nintendo was way ahead of its time with that gorgeous looking water.
@DefinitelyAPotato
@DefinitelyAPotato 6 жыл бұрын
What about the refraction shading? I'm pretty sure this game has it.
@DefinitelyAPotato
@DefinitelyAPotato 3 жыл бұрын
Okay I'm here 3 years later and watched again. You still missed the refraction component.
@SkaiCyan
@SkaiCyan 9 жыл бұрын
It's funny because Sunshine still has better water than UE4 does. I hate UE water, it all looks like gelatin.
@norekification
@norekification 7 жыл бұрын
i just remember comparing it to that times ratchet and clanks water, wich looked like ass
@TheBossman9001
@TheBossman9001 6 жыл бұрын
SkaiCyan honestly sunshine stull has better water than any games made today, an it's 15 years old!
@user-sl7wh6iu4m
@user-sl7wh6iu4m 6 жыл бұрын
And Waverace blue storm water is superior to anything else i ve seen to this day . I hope nintendo release a new version for the switch
@crazydingo3
@crazydingo3 6 жыл бұрын
Make your own. The it's all available in the material editor. Open photoshop and copy the methods used for sunshine if you like.
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