• (Spoilers talking about new engine) Portal 2 SDK - When?
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[QUOTE=xeonmuffin;29384723]got that a while ago.[/QUOTE] You know thats an in-office prank. I love Valve :v:
[QUOTE=VaSTinY;29350447] Awww Will re-send that another time then[/QUOTE] Why? He still got your email.
[QUOTE=Medevilae;29405034]I couldn't talk to Gabe directly, so I asked Alex Vlachos from Valve (an engine engineer) about the lighting. He got back to me.[/QUOTE] I can see it now. I would of made a map with 20 projected textures, rendering all at once. :v: take that consoles.
[QUOTE=Redcow17;29292605]Amazing.. Source Engine 2. Videos, being carried in that room thing without falling around, glass. When are we gonna get all of this awesomeness?[/QUOTE] Sadly, the room uses pre-baked animation, nothing that the other engines can't do, remember the train scene from the beginning of EP2? It uses the same thing. So without some knowledge of rigging up dynamics in a production suite like Maya or something else, and exporting the baked animation into the Source Engine. You can't achieve that level of quality.
[QUOTE=Exlixe;29414110]Sadly, the room uses pre-baked animation, nothing that the other engines can't do, remember the train scene from the beginning of EP2? It uses the same thing. So without some knowledge of rigging up dynamics in a production suite like Maya or something else, and exporting the baked animation into the Source Engine. You can't achieve that level of quality.[/QUOTE] Most of the glass in Portal 2 is actually just major gib spam (kinda like how the doors in l4d2 are.)
[QUOTE=Legend286;29415314]Most of the glass in Portal 2 is actually just major gib spam (kinda like how the doors in l4d2 are.)[/QUOTE] Damn. I was really hoping for dynamic destruction. In that one test chamber where you drop the repulsion gel onto the box inside the glass container, I noticed my computer had a slight drop in performance when it was bouncing around, leading me to believe that it was actually doing some destruction calculations of some sort. I guess I was wrong :(
[QUOTE=benjgvps;29424122]Damn. I was really hoping for dynamic destruction. In that one test chamber where you drop the repulsion gel onto the box inside the glass container, I noticed my computer had a slight drop in performance when it was bouncing around, leading me to believe that it was actually doing some destruction calculations of some sort. I guess I was wrong :([/QUOTE] Listening to the developer commentary, I get the impression that a lot of the destruction in Portal 2 was pre-baked in a simulation, then imported.
[QUOTE=Medevilae;29405034]I couldn't talk to Gabe directly, so I asked Alex Vlachos from Valve (an engine engineer) about the lighting. He got back to me.[/QUOTE] That quote leads me to believe mutliple dynamic lights in maps will require just a minimal amount of modding, and will work better, hopefully. ...So, they only kept it at 1 dynamic light at a time to keep the performance at maximum (as always)?
[QUOTE=benjgvps;29424122]Damn. I was really hoping for dynamic destruction. In that one test chamber where you drop the repulsion gel onto the box inside the glass container, I noticed my computer had a slight drop in performance when it was bouncing around, leading me to believe that it was actually doing some destruction calculations of some sort. I guess I was wrong :([/QUOTE] That part was proper physics, albeit gib spam as I previously mentioned. [editline]26th April 2011[/editline] [QUOTE=Géza!;29429998]That quote leads me to believe mutliple dynamic lights in maps will require just a minimal amount of modding, and will work better, hopefully. ...So, they only kept it at 1 dynamic light at a time to keep the performance at maximum (as always)?[/QUOTE] It's hardcoded to make sure only one can be enabled at any given time.
[QUOTE=Legend286;29431582]It's [B]hardcoded[/B] to make sure only one can be enabled at any given time.[/QUOTE] :argh:
[QUOTE=cwook;29448656]:argh:[/QUOTE] I was just thinking "Can we change it you know because we're on the superior platfo- oh :saddowns:"
Then again the Source engine is known to be the most efficient. I think Valve is trying to keep this as their title. I remember when my friend could play HL2 but his computer crashed when playing Super Meat Boy because it sucked :v: EDIT: The computer, that is.
[QUOTE=xeonmuffin;29448839]I was just thinking "Can we change it you know because we're on the superior platfo- oh :saddowns:"[/QUOTE] Well the reason it's a single light is because that way they can get away with doing it in the main lighting pass. "To avoid wasting one pass to project the shadow on the scene, it is possible to locate the subset of the scene where the shadow is lying. However, self-shadowing and omni-lights are not easily supported." [url]http://tog.acm.org/resources/shaderx/Tips_and_Tricks_with_DirectX_9.pdf[/url] Search for "Soft Shadows" as it's under that section.
[QUOTE=Medevilae;29474008]This sounds reasonable, and is probably true, but any citation on that?[/QUOTE] The fact Valve said so themselves in the commentary, interviews and many emails people sent?
Its not hard to change a variable in the code to allow for more. :v:
[QUOTE=Firegod522;29477599]Its not hard to change a variable in the code to allow for more. :v:[/QUOTE] Can you do it then?
not for portal 2. There is no code, and probably wont be.
[QUOTE=Firegod522;29477957]not for portal 2. There is no code, and probably wont be.[/QUOTE] Then what the fuck where you talking about? First of all this is the Portal 2 SDK (talk) thread, second of all we/they where talking about Portal 2. Then you come out saying "Its not hard to change a variable in the code to allow for more," what the hell are you talking about?
[QUOTE=Legend286;29461091]Well the reason it's a single light is because that way they can get away with doing it in the main lighting pass. "To avoid wasting one pass to project the shadow on the scene, it is possible to locate the subset of the scene where the shadow is lying. However, self-shadowing and omni-lights are not easily supported." [url]http://tog.acm.org/resources/shaderx/Tips_and_Tricks_with_DirectX_9.pdf[/url] Search for "Soft Shadows" as it's under that section.[/QUOTE] But aren't the player model shadows also projected textures using a similar technique..?
[QUOTE=ForgottenKane;29478294]Then what the fuck where you talking about? First of all this is the Portal 2 SDK (talk) thread, second of all we/they where talking about Portal 2. Then you come out saying "Its not hard to change a variable in the code to allow for more," what the hell are you talking about?[/QUOTE] I'm talking about the fucking projectedtextures. You change some of the code and then you can have more. Though knowing valve they wont release source code for portal 2, just like they didn't for the first one. But from what I understand it wouldn't be quite as easy to do so in portal 2 because of their newer rendering of them, steaming them in the main light pass. [QUOTE=Downsider;29478372]But aren't the player model shadows also projected textures using a similar technique..?[/QUOTE] RenderToTexture shadows.
[QUOTE=ForgottenKane;29478294]Then what the fuck where you talking about? First of all this is the Portal 2 SDK (talk) thread, second of all we/they where talking about Portal 2. Then you come out saying "Its not hard to change a variable in the code to allow for more," what the hell are you talking about?[/QUOTE] He's talking about his own mod. [editline]28th April 2011[/editline] [QUOTE=Downsider;29478372]But aren't the player model shadows also projected textures using a similar technique..?[/QUOTE] Yes, but they're completely seperate and use actual geometry (plus a ~static~ shadow texture to project onto the world.)
[QUOTE=Legend286;29478459]Yes, but they're completely seperate and use actual geometry (plus a ~static~ shadow texture to project onto the world.)[/QUOTE] 99% sure they fade based on distance, so that means it'd have to blend it with data from the Z-buffer rendered from the light source, wouldn't it? Maybe they don't fade on distance, do they?
[QUOTE=Downsider;29479443]99% sure they fade based on distance, so that means it'd have to blend it with data from the Z-buffer rendered from the light source, wouldn't it? Maybe they don't fade on distance, do they?[/QUOTE] Well I don't know exactly how they work, but I do know they use dynamic mesh for projection.
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