[QUOTE=Legend286;23504742]To be honest, TF2 is the only really great looking game from Valve. And that's saying something really, seen as it's cartoony. I'm not being sarcastic either, the level of detail Valve puts into the maps is just amazing.[/QUOTE]
L4D2 looked pretty realistic to me
[QUOTE=JLea;23507252]L4D2 looked pretty realistic to me[/QUOTE]
I overlooked that for some reason. Yeah, it did.
[QUOTE=Pelf;23506421]I want to make a tile pack for this. What should the theme be?[/QUOTE]
Lava World
[QUOTE=selby3962;23503193]Graphics are decided by the artist, not by fancy effects.[/QUOTE]
Not at all. No tech - no graphics. Rendering in itself is a collection of fancy effects. Go make a game without using shaders and we'll see how quickly you change your mind.
I don't think people really get why mappers and modders alike are upset.
Valve boasted about fully dynamic lighting, something we've all been waiting for years, but then Valve really just increased the capacity for env_projectedtexture s, something most mods were already able to do.
In short(er), Valve promised something, lied.
When did they?
on the subject, how do you actually map for an alien swarm mod?
it bugs out on normal sdk and the alien swarm tools don't have an option :psyduck:
Map as if its for Alien Swarm then go ahead and move the .bsp
Valve should put this in l4d (and 2 if so inclined) So that we can have awesome looking zombie shadows. Seriously though when that happens (if it does) I will be needing new pants.
(I mean the dynamic lighting)
Anybody else having the issue where launching the game from hammer causes hammer to not respond?
I have seen alot of people complaining about "dynamic" lights and such and the truth is, Baked lighting looks better, ALOT better because some of the effects that can be done with it are to expensive to do in real time, have a look at mirrors edge for example, not a single dynamic light.
[QUOTE=Darrylop;23512540]Anybody else having the issue where launching the game from hammer causes hammer to not respond?[/QUOTE]
Yep, haven't figured out why yet, perhaps they use the same resources...
[QUOTE=Pj The Dj;23508825]Not at all. No tech - no graphics. Rendering in itself is a collection of fancy effects. Go make a game without using shaders and we'll see how quickly you change your mind.[/QUOTE]
What he said was misleading. For example, say you had the CryEngine 3 under your belt, but all the models and textures you made looked like shit. Even with the advanced effects, would it look that great? A lot of visual quality depends on the artist's expertise.
[QUOTE=Proj3ct_ZeRo;23512567]I have seen alot of people complaining about "dynamic" lights and such and the truth is, Baked lighting looks better, ALOT better because some of the effects that can be done with it are to expensive to do in real time, have a look at mirrors edge for example, not a single dynamic light.[/QUOTE]
Serious ? I've never EVER done any development with Mirrors edge... It is Unreal Engine isn't it ? and I thought that Unreal had dynamic lighting well shadows ... and Dynamic ambient/Color bleeding. Whatever i watch alot of tech demos.
Anyway back on topic ... Even though the dynamic shadows in source are sort of "faked" they look freaking epic compared to a lot of other real time engines.
They implemented their own lighting solution.
[QUOTE=Legend286;23506129]Change the skin on the normal railings to match the railings on the stairs.[/QUOTE]
Surprise. It's not a skin.
[QUOTE=Lord Ned;23521291]They implemented their own lighting solution.[/QUOTE]
Mirror's Edge used something called BEAST Render. You can import your own light maps in UE3.
[QUOTE=Nerdeboy;23521668]Surprise. It's not a skin.[/QUOTE]
Yeah, just the colour value. Easy to get away with doing that if your textures are just a solid colour with ambient occlusion baked in.
[QUOTE=glitchvid;23521166]Serious ? I've never EVER done any development with Mirrors edge... It is Unreal Engine isn't it ? and I thought that Unreal had dynamic lighting well shadows ... and Dynamic ambient/Color bleeding. Whatever i watch alot of tech demos.[/QUOTE]
Most released unreal engine 3 games use static lighting anyway.
Is anyone else sick of all this "Source is outdated" crap?
Source does what it's designed for. It looks good and it doesn't need dynamic fucking shadows.
Anyone that's seriously knocking Valve literally a few hours after they've released a fantastic, beautiful looking mod (which is pretty much a full game) needs to shut the fuck up.
[editline]09:28PM[/editline]
Page starter just to emphasise my point.
[QUOTE=Legend286;23522031]Yeah, just the colour value. Easy to get away with doing that if your textures are just a solid colour with ambient occlusion baked in.[/QUOTE]
It uses a mask. For example, changing the color of the doors does not cause the whole door to change color, only the stripes.
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