• (Spoilers talking about new engine) Portal 2 SDK - When?
    205 replies, posted
Does anyone know how they did the scene at the end with the Moon?
[QUOTE=Best4bond;29343867]Does anyone know how they did the scene at the end with the Moon?[/QUOTE] Probably just a camera attached to a moving model (like blackout.mdl) with some fancy particles and animations
So do I win from that one guy I argued that they were still using projected textures? :c00lbert:
[QUOTE=Downsider;29340186]And to quote you here, about your BSP viewer:[/QUOTE] And collisions with stepup height And bullet implementation traversing the tree as a broadphase And a half complete deferred/light prepass hybrid pipeline And MD5 mesh/anim with skinning on the GPU based on [url]http://developer.nvidia.com/node/107[/url] And "Efficient Self-Shadowed Radiosity Normal Mapping" from valves paper [url]http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf[/url] And Squirrel/Lua/AS bindings But It's not on the PSP so I guess you win.
[QUOTE=Firegod522;29346702]So do I win from that one guy I argued that they were still using projected textures? :c00lbert:[/QUOTE] There's nothing wrong with projected textures in general, many lighting systems use them and they look excellent. Valve's look good too; but it doesn't support more than one at once, which is pretty strange. It's easy to add shadow mapping, it's a simple concept that's controlled almost entirely by the GPU. It is taxing to use too many at once, but you'd think they would at least SUPPORT multiple, don't you? [editline]22nd April 2011[/editline] [QUOTE=layla;29347183]And collisions with stepup height And bullet implementation traversing the tree as a broadphase And a half complete deferred/light prepass hybrid pipeline And MD5 mesh/anim with skinning on the GPU based on [url]http://developer.nvidia.com/node/107[/url] And "Efficient Self-Shadowed Radiosity Normal Mapping" from valves paper [url]http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf[/url] And Squirrel/Lua/AS bindings But It's not on the PSP so I guess you win.[/QUOTE] Are you still carrying this on? I didn't even say anything directed at you in the last post. Fuck off. And why the fuck do you support three scripting languages?
[url]http://developer.valvesoftware.com/wiki/VScript[/url]
[QUOTE=Downsider;29347206]There's nothing wrong with projected textures in general, many lighting systems use them and they look excellent. Valve's look good too; but it doesn't support more than one at once, which is pretty strange. It's easy to add shadow mapping, it's a simple concept that's controlled almost entirely by the GPU. It is taxing to use too many at once, but you'd think they would at least SUPPORT multiple, don't you?[/QUOTE] [img]http://dl.dropbox.com/u/3779442/Screenshots/wall0011.gif[/img] [editline]21st April 2011[/editline] I never said anything was wrong with projected textures :v: [editline]21st April 2011[/editline] Also there are two in this scene.
[QUOTE=layla;29347286][url]http://developer.valvesoftware.com/wiki/VScript[/url][/QUOTE] ok that makes sense you are trying to remake source i admit defeat now leave me alone
[QUOTE=Downsider;29347457]ok that makes sense you are trying to remake source i admit defeat now leave me alone[/QUOTE] Stop fighting you two
[QUOTE=IronPhoenix;29342574]It's a prop. Cinematic physics remember.[/QUOTE] It's not. Go play sp_a3_crazy_box and tell me that isn't proper physics. The model it uses has no animations, it's just sliced up and each piece is (probably) rigged to a bone, then simulated when the break input is called by the map. A lot of the models that do things ingame, but lack animations in the model itself are like that. Proper destruction.
Is that the one where you [sp]drop the repulsion gel onto the box in the glass chamber and it bounces out?[/sp]
Hey look, I was right for once. [img]http://dl.dropbox.com/u/9038221/Portal2_mapping/glass.png[/img] HURRY UP P2 SDK, I WANT TO MAKE PROPER DESTRUCTIBLE SHIT.
[QUOTE=Legend286;29347778]Hey look, I was right for once. HURRY UP P2 SDK, I WANT TO MAKE PROPER DESTRUCTIBLE SHIT.[/QUOTE] It's just a bunch of gibs, nothing new. You already know this, so why so excited? Am I missing something?
[QUOTE=Downsider;29347975]It's just a bunch of gibs, nothing new. You already know this, so why so excited? Am I missing something?[/QUOTE] Well afaik in L4D2 it's very limited, this seems better.
Just sent this to Gaben [URL="http://by146w.bay146.mail.live.com/mail/InboxLight.aspx?n=1450267302#"] [/URL][quote]To [EMAIL="gaben@valvesoftware.com"]gaben@valvesoftware.com[/EMAIL] Hey Gabe! Thought I'd just say that the work you guys over at Valve put into Portal 2 was just amazing and definitely worth the $50! It introduced a whole new great era for the Source engine with great improvements. I was wondering if you have any news about the Portal 2 SDK - do you have any planned release date for it? I think the SDK, along with Portal 2's engine improvements will be very very popular when players and other developers get to design their own levels and modifications. Also; will it be easier to use compared to the previous versions of the Hammer world editor? Thanks, and best wishes from Sweden[/quote] I hope he gives a sensible reply as to when we'll be seeing the SDK :v: [editline]22nd April 2011[/editline] Awww [quote] I am very out of the office. For general issues, e-mail [email]scott@valvesoftware.com[/email]. For marketing or press issues, e-mail [email]lombardi@valvesoftware.com[/email]. [/quote] Will re-send that another time then
I'm not quite sure how much easier to use hammer needs to be. Well...apart from it making levels from your thought process.
The only thing that could make Hammer easier was more detailed wiki pages on the Dev wiki.
First, I can tell that the rooms are connected by hidden portal, as in The Fall, you can notice the environment repeat itself 4 times seamlessly. Here a video for a better explanation of the "impossible space" aka non-euclidean. [url]http://www.youtube.com/watch?v=2s4ySkR48cI[/url] Now about the engine, if you open some files here and there, you will notice they have a bunch of stuff left from L4D2, so yes, it's a possibility they recycled some part from the engine. In fact, Portal 2 share some library like de_nuke, Portal 1, L4D 2, TF2 as well, and half life of course. Multiple files and code have been left in the VPK and GFC that point to all games cited here. Anyway, as they "update" the engine, it's obvious they don't want to start a new game from scratch, just amusing they forget to remove the pointless data. About 475 MB are not used in the game itself and was downloaded for nothing, like the demo levels sound cache (snd) and lst found in the reslists, which is kinda pointless without the bsp, and sad to don;t have them, I like to see the techdemo. Always give you an idea of how the game evolved during the tech and final release. Anyway, I have read people unable to open some files here, so let me explain, you can NOT open the pak01_0xx.vpk files because they are just splited data, yo open them all at once as one archive, open pak01_dir.pvk instead. It's like if you tried to open file.01 file.02 instead of file.rar Second, the audio is 32bit wave, you can not open it with winamp, but any other audio tool like audacity can, for some odd reason, winamp never wanted to give support to 32bit .wav, and reading their forum, it's an issue from 2003... Third, for the mdl, they have not changed but the head and new hash file, the link between vertex and materials remain the same, unless you manually change the header with a text editor that take time, half life model viewer would need to be recompiled to read the new header. epic spoiler here: extract your mdl into alien swarm, open alien swarm SDK, ??? , profit Yep, the mdl of portal 2 share the same header as alien swarm mdl (credit for that to this thread: [url]http://www.facepunch.com/threads/1081022-How-to-create-Portal-2-maps[/url] ) And as for the other files, mostly nothing changed, the engine got 3 updates, but nothing very different from portal 1, the "amazing" part as just a bunch of gibs and pre-render, don't mix what is trully dynamic and what is just a dumb pre-rendered animation like the glass. How to know ? pick up a cube or prop, bump on the broken stuff, and if it doesn't move, you know the trick valve did :p So yeah, they have spent 3 years to make amazing animations and what not, but they didn't made a uber sexy engine, just some *add-ons* for the light, the goo/water effect, and what not, nothing new. And why importing correctly a map of portal 1 in portal 2 work ? for the only reason barely anything changed at all, just minor tweaking as few part changed, but like just a little. As for the movable panels, it's more time consuming than new technology, because you can do that already with the engine of portal 1, as seen here [url]http://www.youtube.com/watch?v=VJm5cR7RGXs[/url] Anyway, feel free to correct me if I am wrong somewhere. Misunderstanding happen a lot.
Valve said in a meeting or something, that they improve the engine after every game. So we wont have dev tools like udk does, but for each game, the engine gets better. So its obvious they recycle stuff from previous games. I know I would.
[QUOTE=Firegod522;29353595]Valve said in a meeting or something, that they improve the engine after every game. So we wont have dev tools like udk does, but for each game, the engine gets better. So its obvious they recycle stuff from previous games. I know I would.[/QUOTE] good and bad, it's like how they does with Havok engine, I would rather Valve to change the old BSP system and goes in full streaming. The loading screens was a bit too much on this release to fit the low end computers and consoles.
[QUOTE=blinxies;29353665]good and bad, it's like how they does with Havok engine, I would rather Valve to change the old BSP system and goes in full streaming. The loading screens was a bit too much on this release to fit the low end computers and consoles.[/QUOTE] Oh...you mean they should continue to cater redundant technology and ancient systems? If you do that, you make sacrifices in other areas. Also, the scope for compat testing gets wider, more cards to test, more time needs to be spent on optimisation. I would rather they drop old tech and improve the new one, than catering for the minority.
I only want 1 thing from the next Source Engine: Real-time editing.
[QUOTE=MaddaCheeb;29354518]I only want 1 thing from the next Source Engine: Real-time editing.[/QUOTE] Haha Don't expect it.
[QUOTE=Firegod522;29355129]Haha Don't expect it.[/QUOTE] Not like you can't do BSP without "compiling" a map.
Never said that. But don't expect it from valve. [editline]22nd April 2011[/editline] Actually you already have real time editing if you think about it. :v: Just you can't play it without compiling.
[QUOTE=Legend286;29355730]Not like you can't do BSP without "compiling" a map.[/QUOTE] Realtime CSG would be awesome for destructibility, Red Faction-style.
[QUOTE=Downsider;29364308]Realtime CSG would be awesome for destructibility, Red Faction-style.[/QUOTE] Eeew, bsp destruction. Voxel-based terrain is much better.
[QUOTE=IronPhoenix;29351004]I'm not quite sure how much easier to use hammer needs to be. Well...apart from it making levels from your thought process.[/QUOTE] I agree, Hammer has been done pretty well. What hasn't though are the ancient ways of importing models and textures and packing them into the level. They've worked on the last one a bit by using the VPK format, but I still think models and textures could and should be able to be imported quite simply through hammer's interface.
Anyone having any luck with func_instance? I know it's not new and it should compile into the map fine, but when I put some props (centered around 0,0,0) in a vmf, and then used that VMF as an instance, it shows up in my real map at 0,0,0 with most of the entities missing/broken. Any thoughts as to what's going on?
[QUOTE=VaSTinY;29350447]Just sent this to Gaben [URL="http://by146w.bay146.mail.live.com/mail/InboxLight.aspx?n=1450267302#"] [/URL] I hope he gives a sensible reply as to when we'll be seeing the SDK :v: [editline]22nd April 2011[/editline] Awww Will re-send that another time then[/QUOTE] [quote]For general issues, e-mail [email]scott@valvesoftware.com[/email]. For marketing or press issues, e-mail [email]lombardi@valvesoftware.com[/email]. To complain about HL-2 Ep 3 taking too long, email [email]marc@valvesoftware.com[/email]. To complain about L4D2 not taking long enough, email [email]toml@valvesoftware.com[/email].[/quote] got that a while ago.
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