(Spoilers talking about new engine) Portal 2 SDK - When?
205 replies, posted
[QUOTE=layla;29319206]No, I agree with that completely but It's not what I'm arguing.
You said in ALL situations, bsp geometry is useless. You then say bsp geometry is fine for worldspawn. Well if props are a viable solution for everything then why use bsp atall?[/quote]
..I was saying that BSP geometry is useless for [i]props[/i], as in [i]prop-like objects[/i].. If you even read the first post you would've noticed I referenced UE3 which is a prime example of brushes being used only for occlusion and whatnot and props making up nearly all of the visual aspects of the game..
Okay so mystery solved, just bad wording on your part.
Here I come back to read a thread with 20 new posts. Hoping that means someone has discovered information about the sdk release.
Turns out you were all bickering with yourselves. Bah.
Anyone found any information yet about the SDK or are VALVe too busy swimming in their ocean of cash?
I just wish this wasn't a different fork of Source Engine.. Really want all this stuff in GMod.
Oh hey it's layla arguing once again.
Anyway, I haven't opened Hammer in over a year now but I'm still pretty excited to check out the new hammer when it comes around.
how about you shut the fuck up and talk about something that all good mappers doesn't know already ?
[QUOTE=Anthracite;29319959]how about you shut the fuck up and talk about something that all good mappers doesn't know already ?[/QUOTE]
Yeah we all know how BSP works differently over models.
[QUOTE=Anthracite;29319959]how about you shut the fuck up and talk about something that all good mappers doesn't know already ?[/QUOTE]
Okay I'm sorry let's talk about quantum mechanics.
[QUOTE=Legend286;29320053]Yeah we all know how BSP works differently over models.[/QUOTE]
Well, that and the new env_projectedtexthres are pretty much the only reason why Portal 2 looks good, as far as I can tell.
since i cant make models and my dad is usually too busy to make them for me im always happy to get new stuff to play around with. the first thing i saw when i got to the old aperture testing part was some old 60s office building or hotel that you could make with all the 60s props. I just hope that i can use the new content with all the other valve game content.
[QUOTE=Downsider;29320350]Well, that and the new env_projectedtexthres are pretty much the only reason why Portal 2 looks good, as far as I can tell.[/QUOTE]
On the [url=http://developer.valvesoftware.com/wiki/Portal_2]Valve Developer Community wiki page about Portal 2[/url], it says: "All direct lighting is now dynamic. It appears that only radiosity (bounced light) is compiled into a map."
Is it, after all, all done with one env_projectedtexture moving around?
[QUOTE=Dragory;29320812]On the [url=http://developer.valvesoftware.com/wiki/Portal_2]Valve Developer Community wiki page about Portal 2[/url], it says: "All direct lighting is now dynamic. It appears that only radiosity (bounced light) is compiled into a map."
Is it, after all, all done with one env_projectedtexture moving around?[/QUOTE]
That statement on the VDC is a load of horse shit. :smile:
By the way, is it just me, or does the new engine support more then 2048 entities without "no free edicts" error? Cause certain maps would seem to have WAY too many entities for the old engine to handle.
[QUOTE=Nikita;29320839]By the way, is it just me, or does the new engine support more then 2048 entities without "no free edicts" error? Cause certain maps would seem to have WAY too many entities for the old engine to handle.[/QUOTE]
Probably just deletes them as you get further. The edicts error has nothing to do with entities really, it's just the limit for [i]networked[/i] entities.
[QUOTE=Legend286;29320825]That statement on the VDC is a load of horse shit. :smile:[/QUOTE]
There seems to be some talk and speculation about that on the discussion page of the VDC page.
E.g.
[quote]Yes, it could be performance optimization... sp_a4_finale4 has 9 x env_projectedtexture, 25 x light and 19 x light_spot. From what I've seen from a video, the projected textures seem to "replace" the static light in some scenes on close distance.[/quote]
entity dump of mp_coop_fling_1.bsp
[url]http://pastebin.com/3cG3bCSz[/url]
[QUOTE=Dragory;29320893]There seems to be some talk and speculation about that on the discussion page of the VDC page.
E.g.[/QUOTE]
It's still a load of crap, there's baked shadows even where projected textures are.
I was mostly getting excited for the new lighting ,and secretly hoped for Valve not to pull this shit again.
It became immediately apparent for me in the first hour of playing Portal 2 that it's just a single projected texture.
Seriously ,most of nova day games have at least semi dynamic lighting and perform great why do they still refuse to implement it?!
They could use the combination of pre-compiled and dynamic but not just with one fucking dynamic light trough the whole map.
The game is great but being a mapper/modder myself this got me really disappointed.
[QUOTE=Lamarr;29321068]I was mostly getting excited for the new lighting ,and secretly hoped for Valve not to pull this shit again.
It became immediately apparent for me in the first hour of playing Portal 2 that it's just a single projected texture.
Seriously ,most of nova day games have at least semi dynamic lighting and perform great why do they still refuse to implement it?!
They could use the combination of pre-compiled and dynamic but not just with one fucking dynamic light trough the whole map.
The game is great but being a mapper/modder myself this got me really disappointed.[/QUOTE]
If you want fully dynamic lighting in Source, why don't you learn how to make it yourself? There's already a depth buffer fix on the VDC, all it needs now is a custom shader.
[QUOTE=Beanz;29320505]since i cant make models and my dad is usually too busy to make them for me im always happy to get new stuff to play around with. the first thing i saw when i got to the old aperture testing part was some old 60s office building or hotel that you could make with all the 60s props. I just hope that i can use the new content with all the other valve game content.[/QUOTE]
You can't, the models appear to be in a different format that cannot be read by the old engine. I haven't finished getting l4d2 yet, so i can't confirm, but even if it does work on l4d2 engine, garry would need to upgrade garrysmod.
Crazy how much Valve can do with the engine without updating it.
[QUOTE=garry;29322247]Crazy how much Valve can do with the engine without updating it.[/QUOTE]
At all? Is it the same as the one used in Alien Swarm, then?
[QUOTE=IronPhoenix;29322013]You can't, the models appear to be in a different format that cannot be read by the old engine. I haven't finished getting l4d2 yet, so i can't confirm, but even if it does work on l4d2 engine, garry would need to upgrade garrysmod.[/QUOTE]
aww man that sucks. but im still happy about the fact that making portal maps will be a lot easier now with everything entity...fied.
For all of you people earlier on in the thread, the developer commentary for the first map (with Wheatley carrying you around in that room) explains how the moving room works. It's really interesting.
[QUOTE=Zanarias;29323011]For all of you people earlier on in the thread, the developer commentary for the first map (with Wheatley carrying you around in that room) explains how the moving room works. It's really interesting.[/QUOTE]
92 days to compute the whole simulation.
:psyboom:
Hey guys.
ent_fire light_entity's_name
Play with the values, I don't think this projectedtexture implementation is much different than the current one, maybe a few days of work were put into this new "version". The name of the entity isn't hard to find on the dropdown list and it proves that only one can be active at once.
[QUOTE=Dragory;29322318]At all? Is it the same as the one used in Alien Swarm, then?[/QUOTE]
Can you use alien swarm props and mats in garrysmod without conversion?
[QUOTE=garry;29322247]Crazy how much Valve can do with the engine without updating it.[/QUOTE]
Why must this be the case... They're doing all these silly workarounds when mapping rather than adding additional code to make maps easier to produce for their own team.
I looked into mapping a payload map for TF2, though [i]everything[/i] is done by existing map entities. Considering how similar payload maps are, wouldn't it be easier for everybody to have a new entity for the train that covers everything without a mess of entities?
I'm hoping that Valve adds the ability to make the "Pneumatic Diversity Vents" from the videos, since they were lacking from the game for the most part (Except for maybe the part after you get rid of that neurotoxin thing).
trigger_push plus the vent models should be enough to recreate them.
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