QUOTE(shinypuppet @ Apr 12 2005, 09:41 PM)
What I'm really curious about are the future projects of the team, and their involvement (if any) with Bethesda's next installment, Oblivion.
While the game makes me quiver with envy at those who are blessed enough to work on such an awesome looking project, I'm skeptical in their "mainstreaming" of the title. Although no one outside Bethesda has played it, it still makes me wonder just how action oriented the next gen of RPG's will be.
Will the MEMod team use this technological advancement for their own future titles? Do you plan on moving any existing projects over to Oblivion once it's released? Is there future prospect of any sort, or is it all still foggy?
I don't mean to pry any more than I should, I'm just excited and hopeful to hear that the team is still alive and kicking. And if I should wait another 4 years for the next big project, so be it.

You guys really have talent, and I hope you can stand together and give the world a second shot right to the heart.
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Thanks for the comments.
With regards to Oblivion, the future plans for Here Be Dragons are completely unrelated to bethdesa's projects.
it is, however, great to read a question about the technological elements, I should add that it's something that I'm particularly enjoying working out at this stage, pushing the limits to the absolute edge of the envelope.
For the record, there are no confirmed technological aspects for Here Be Dragons. The details are very much in the planning stages, simply due to the fact that at this stage in the design process we are still in flux, shifting elements of the design content as we are developing what we are needed. We do have a "wish" list, and much of that content will undoubtedly be included, other elements will be abandoned, and, I expect, there are some areas we're likely to have missed so far.
Gameplay of course comes before graphics, pretty looks really are'nt the emphasis of Here Be Dragons, so the areas of AI, Dialogue, Pathing, etc will take priority.
At this stage, we're undecided on the use of per-pixel soft shadowing, over volumetric shadow mask. it's clearly a far more effective feature, however, the graphical strengths of a pixelshaded soft shadow are only likely to be overcome by the processing overheads that it might entail. Much testing and optimisation are due in future years on that.
likewise, we're almost certain to be using post-scene process filtering to create active lighting for distinct scene ambience. I have a lot of ideas of using ambient lighting to help set the narrative and mood of scenes in the game. Part of my training as a photographer has been about the effects of light on mood.
With that post-scene processing, we'll of course be looking into the practicalities of using an HDRI lighting setup for the entire game, in combination with the post-processing of lighting. that floating point on the lighting level will allow a far more subtle depiction of the lighting shifts from indoors to outdoor, and their use in fire and sunlight lighting. if we get it right, it'll also allow a spectacular quality of lighting.
Personally, I will be avoiding the use of depth of field pixelshaders, and will certainly be avoiding the use of lens flare shaders, not only are they horribly overused, but they are inapproapriate for the genre. I may be looking into the use of HDRI to allow bloom and oversaturation effects combined with the pixelshaders to allow a more effective lighting effect.
with regards to the models for such a project, personally, I'm rubbing my hands in glee, at the potential for fun. my current target list is for .5million polygon normalmapping master models for the general character work, with possibly 1 million poly models for the feature character models. I'm particularly looking forward to some of our conceptual work on pushing the boundaries in a few graphical areas. We're expecting to be pushing 3000-8000 polygon counts in the ingame modeled characters.
In terms of structural architectural models, I'm expecting to be indulging in similar levels of detailing for those peices as for the models.
In tech specs, I'm expecting to be using the normal mapping, as mentioned, in combination with UVW mapped textures on Nvidia DDS mip-mapping, with bumpmapping and specular/reflectivity maps.
I'm looking forward to those.
for character modelling, I'm also rather looking forward to the fact that we're looking into the practicailties of the use of a Vicon6 mocap rig for all character animation. how that comes out, will be a matter of the future. if that does'nt work out, then the animation will be fun, anyhow, jut a bit slower.
In all, we're working on the next generation of technology, but not simply lifting anything off Oblivion. at most, we're considering that as our target.
However, plenty of this is still very much in the foggy stages of planning and designs, and likely to change a lot. I'm looking forward to the challenge.
Suzerain.