i was wondering about when Id software would release the game engine as GPL or LGPL... and i was wondering about the features that could be released, like megatexture as used in ETQW...
ETQW' megatexture tech was borrowed from tech5. you wont see etqw open sourced for a very long time if at all.
And in the end it's not even anything new. Most probably there are others but games like Trespasser had already a mega-texture style terrain engine... and this had been in the old era of gaming.
all and all, SD/ID put lipstick on a pig, but that pig died of swine flu. The ETQW megatexture is essentially only a modeled terrain as i recall. If i remember correctly from SD forums its either OBJ or LWO and then its painted. I never got into the mapping side of ETQW because few people have the time to produce something decent of that scale by themselves.
But hey, it might be some decent code for you folks to look at should megatexture code be released.
Mega-Texture is as the name says: a huge texture ( we talk here of dimensions like 40'000 x 40'000 ). The terrain there is a huge unwrapped triangle mesh ( they did this so they can do some minor overhangs without requiring separate meshes ). The texture is a pixel map split into tons of segments streamed in at runtime ( using John special compression ). It's in fact a brute force version of what Trespasser did ( did not store MTs on disk but generated them at run-time from special meshes ) which is why they can not do large terrains ( and with large I mean up to things like 40km of terrain ). As you could easily math out 40k texels over 40km means 1 texel per 1m squared ( ouch! ). Disc consumption is tremendous for small levels compared to less free form solutions. Hope this sheds some light on it.
dont even get me started on downloading the poor buggers