• would this be a good suggestion for the EP3 engine?
    38 replies, posted
If you want real addition to the engine, read this. They should steer away from their current rendering system and switch to hardware occlusion culling. They also need to break away from other polygon limitations (most engines support 1 million to 2 million rendered per frame) Finally, they need to start using dynamic lighting, their are some nice things you can achieve using pre-rendered lighting, but it's not worth the trade-off.
[QUOTE=Hostel;16855255]If you want real addition to the engine, read this. They should steer away from their current rendering system and switch to hardware occlusion culling. They also need to break away from other polygon limitations (most engines support 1 million to 2 million rendered per frame) Finally, they need to start using dynamic lighting, their are some nice things you can achieve using pre-rendered lighting, but it's not worth the trade-off.[/QUOTE] An engine revamp would be nice. I wouldn't mind keeping baked lightmaps, but if they could update their VRAD compiler to allow some more advanced raytracing (such as color bleeding, etc.) it would be worth the wait for VRAD to compile. [editline]05:11AM[/editline] and maybe get off of their lightmap scale thing, move to something where vertices will project lines and the distance between the surface will determine how blurred it gets.
Water = Just make a river out of water that doesnen't move and make it look like its moving, then just make it an invisible conveyor belt.
[QUOTE=Sarykos;16851712]A lot of engines use dynamic water today, so why doesn't Valve just swallow their pride and ask for help from someone? :P[/QUOTE] Valve doesn't need to use dynamic water, so why would they spend time and money on an engine that can handle it.
[QUOTE=Sarykos;16851712]A lot of engines use dynamic water today, so why doesn't Valve just swallow their pride and ask for help from someone? :P[/QUOTE] Name one.
I can only think of one personally...
[QUOTE=robmaister12;16855626]An engine revamp would be nice. I wouldn't mind keeping baked lightmaps, but if they could update their VRAD compiler to allow some more advanced raytracing (such as color bleeding, etc.) it would be worth the wait for VRAD to compile. [editline]05:11AM[/editline] and maybe get off of their lightmap scale thing, move to something where vertices will project lines and the distance between the surface will determine how blurred it gets.[/QUOTE] The developers for the mod City 17: Episode 1 made their own VRAD compiler, it's much more advanced than valve's. It controls shadow diffusion (blur) depending on distance and they are able to use smaller lightmaps without increase of map size or video memory usage. I've been actively following them and seeing if they are going to release the compiler for everyone, it would be a huge favor for every mapper out there. Here is there ModDB page: [url]http://www.moddb.com/mods/city-17-episode-1[/url]
:sigh:
Multi-texture blend textures would also be a nice edition. I would love to make a blend texture with about 5 different textures.
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