Original Post
Recently I've been going through the original PSX Metal Gear Solid game. IMHO this is one of the greatest video games of all time, not only for its amazing story and game play, but also the great graphics relative to its time. I really appreciate the work and art skill that is put into make nice diffuse textures. Really has a sense of nostalgia. Anyways, I wanted to start up a thread to collect knowledge about the graphics, rendering tricks & techniques, and any info on the original MGS engine. If anyone knows anything about the game or any techniques it would be interesting to share it here. I noticed that the game uses a lot of textures repeated over the flooring in many places, as well as the wall. The artist did a good job to maximize the textures. This leads me to wonder how the level designs are stored. Did they use some sort of BSP engine since most of the game took place in corridor, or boxy/cube styled levels? Another trick that I was wondering about was the stealth camo. How did they pull off that effect with the stealth camo that Otacon used in the game. Was it just some env mapping and then they warped and modulated the texture a bit? Here are some screenshots of the MGS to refresh people's memory of what the game looked like.
pixelated textures... mmm mmm good! :) [Edited by - jjanevski on July 19, 2009 3:16:50 PM]
pixelated textures... mmm mmm good! :) [Edited by - jjanevski on July 19, 2009 3:16:50 PM]

