• Is Source Mapping going to die?
    83 replies, posted
You are acting like a big baby.
It's not going to die, few of games are going to get updated ( I hope ) Including GMod, so mapping will be still thru valve hammer editor and still using source SDK
Portal 2 WILL use Source, and it WILL update SDK and it WILL be awesome. More or less.
[QUOTE=Fippe;21539613]Portal 2 WILL use Source, and it WILL update SDK and it WILL be awesome. More or less.[/QUOTE] Yeah. We dunno what to expect. All we know are the bright sides of updates (like lighting update) but still. It means longer (much longer) compiling time
I don't think compiling times will be so ridiculously long, since computers get faster and faster. But the thing is, it takes some time untill everyone has a computer capable.
[QUOTE=Chrisknyfe;21537860]:words:[/QUOTE] Bye-bye then.
ACE Team managed to use Source as a model based engine; they just had to bake the lightmaps with an external tool :wink: (problem: pipeline works differently and it adds a lot of constraints) Valve needs to update the SDK to the new interface system we can see in the Source Filmmaker
Answer is: Nope!! [editline]10:37AM[/editline] Source filmmaker?
Hammer needs a huge update, it is so backwards
The longest part f compiling is to calculate the static lighting, a lot of modern engines now don't even use static lights anymore, so yeah compile time, if any will be reduced. But fully dynamic shadows on a whole level isn't really doable at a decent speed on older cards. I think we don't need an hammer overhaul, but maybe new tools, id anything, hammer is pretty decent for making bsp interiors. What we need eventually is for the source engine to steer away from bsp only maps, maybe a new tool that allow us to then use bsps not like they are maps themselve, but map objects.
As soon as Source changes to fully dynamic lightning, it will be instantly usable as model-based. Right now, only the lack of lihtmaps for props prevents that. But remember, L4D2 DOES have lightmap support for props! (Not all of them, though, just bigger/static ones.)
I doubt source will die out anytime soon, because there will always be a need for BSP centric editors.
Source will live on for its moddability, it's relatively easy and accessible, this will make it last.
[QUOTE=LODY;21543009]Hammer needs a huge update, it is so backwards[/QUOTE] How is it backwards?
it makes perfect sense imo.
[QUOTE=oskutin;21542968]Answer is: Nope!! [editline]10:37AM[/editline] Source filmmaker?[/QUOTE] Should be released, once the final "meet the team" - video is out.
[QUOTE=Magman77;21533244]Source will never die as long as I live. Even if I have to do it myself, I will keep it alive alone.[/QUOTE] 10 years later, "wut?"
Source will die on day, The way to look at it is that its [b][u]not[/u][/b] is it going to die. It's [b][u]when[/u][/b] is it going to die.
[QUOTE=LODY;21543009]Hammer needs a huge update, it is so backwards[/QUOTE] Hammer (and by extension, all of its Quake editor predecessors) is probably the easiest mapping tool I've ever used. It literally takes an hour to get a basic feel for how it works.
[QUOTE=Kuro.;21575029]Hammer (and by extension, all of its Quake editor predecessors) is probably the easiest mapping tool I've ever used. It literally takes an hour to get a basic feel for how it works.[/QUOTE] Entirely true. I just started mapping about a week ago, and im starting to get better and better. I still suck though.... And source wont die. Just change drastically
Read the post dates please.
if It dies, the world is fucked
[QUOTE=Civil;21504731]Which ones? Anyways, good point, good point.[/QUOTE] I do sometimes.
As long as people are playing Source games (TF2, Gmod, CS-S, etc.), people will be using the SDK.
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