How do I get into Tilegen? It's not in the SDK options or is it something else.
start the game
sv_cheats 1
asw_tilegen
[QUOTE=Dippeggs;23486198]How do I get into Tilegen? It's not in the SDK options or is it something else.[/QUOTE]
In the menu
sv_cheats 1
asw_tilegen
I think
[QUOTE=Dippeggs;23486198]How do I get into Tilegen? It's not in the SDK options or is it something else.[/QUOTE]
Go into console type sv_cheats 1
then do asw_tilegen
[editline]10:35PM[/editline]
Double ninja'd :suicide:
[editline]10:36PM[/editline]
[url]http://img839.imageshack.us/gal.php?g=dynamicsun0000.jpg[/url]
:am:
[QUOTE=gjsdeath;23484845]Pretty sure L4D(1 or 2) had the same feature. It allows for the RTT shadows' orientation to be changed relative to the nearest light source. I really dislike it, but it's better then static ones(unless changed with a shadow control entity)...
Shadow-mapped lighting is far better, it allows for: self shadowing, shadows to be casted on other objects and multiple shadows. Though, Valve for some reason likes to use it only occasionally, when it has the capability to be used for almost every light source.[/QUOTE]
Yeah but when you do that you get performance similar to that of Crysis. Valve is very conservative graphically speaking. Using dynamic shadows at all is kindof a new frontier for them.
Just Cause 2 and MW2 have large scale use of shadow-mapped dynamic lighting. They both run just fine.
If people can't support such a feature, then make a setting in the menu to disable shadows or lower their resolution.
Just Cause 2 and MW2 are recent games. You have a recent computer. Source was not only made in 2004, but they can support machines from 2001-2002 I'd say. They're slowly making it more and more to render, at a slow pace.
[QUOTE=gjsdeath;23487454]Just Cause 2 and MW2 have large scale use of shadow-mapped dynamic lighting. They both run just fine.
If people can't support such a feature, then make a setting in the menu to disable shadows or lower their resolution.[/QUOTE]
People bitch when they have ancient hardware. I do agree with you though, lighting is easily scalable. All you have to do is introduce a few video option settings that affect quality of the dynamic shadows, how many can be on at once, and if they are on at all. Those three settings will usually allow all people to achieve good performance on their system.
There are really good hybrid lighting systems that could be used in which VRAD takes care of ambient lighting while all direct light sources would be dynamic.
[QUOTE=Zally13;23488034]Just Cause 2 and MW2 are recent games. You have a recent computer. Source was not only made in 2004, but they can support machines from 2001-2002 I'd say. They're slowly making it more and more to render, at a slow pace.[/QUOTE]
Source was like the CryEngine 2 of 2004 and 2005, with the exception that it was very scalable. (it could support DX6 hardware!) Valve needs to bring Source back to the playing field. Even if they don't need the technology, it would be great if Source was as scalable as it used to be so us level designers and mod makers like JLea could utilize it.
Glad to see someone understands and agrees with me.
And I agree with you on the use of VRAD created ambient lighting and dynamic lighting from direct lights.
Though, it seems Portal 2 is going for that kind of approach to lighting, looking at the screens, it appears to be using dynamic lighting for the sun and large light sources. [url=http://www.interlopers.net/images/news/sp_intro_040053.jpg]Example[/url]
It's kinda ironic.. In all the time since source was released, mappers were told not to just put a big box around your map and that your map must be sealed.
Now with this game, it looks like every map is surrounded with a big func_brush box.
And here is a screenshot of the included example map with only world geometry showing:
[IMG]http://i25.tinypic.com/ipry9h.jpg[/IMG]
[QUOTE=gjsdeath;23490156]Glad to see someone understands and agrees with me.
And I agree with you on the use of VRAD created ambient lighting and dynamic lighting from direct lights.
Though, it seems Portal 2 is going for that kind of approach to lighting, looking at the screens, it appears to be using dynamic lighting for the sun and large light sources. [url=http://www.interlopers.net/images/news/sp_intro_040053.jpg]Example[/url][/QUOTE]
Nope, none of the screen shots contain more than one dynamic light source and that light you see coming through the ceiling (or in any of the images for that matter) is not a sun. Nothing is going to change for Portal 2.
The best thing we can hope for is EP3 for a substantial visual upgrade. Doug Lambardi said it is a very ambitious game.
[QUOTE=Zyx;23490996]It's kinda ironic.. In all the time since source was released, mappers were told not to just put a big box around your map and that your map must be sealed.
Now with this game, it looks like every map is surrounded with a big func_brush box.
And here is a screenshot of the included example map with only world geometry showing:
[IMG_thumb]http://i25.tinypic.com/ipry9h.jpg[/IMG_thumb][/QUOTE]
Yea, that really confused me
[editline]02:55PM[/editline]
Also, can someone tell me how not to get super HDR on everything?
[QUOTE=Dj-J3;23492364]Yea, that really confused me
[editline]02:55PM[/editline]
Also, can someone tell me how not to get super HDR on everything?[/QUOTE]
logic_auto and tonemap control entities, go for it. It's not only that though, color correction really helps bring contrast to the environment.
[QUOTE=Hostel;23491534]Nope, none of the screen shots contain more than one dynamic light source and that light you see coming through the ceiling (or in any of the images for that matter) is not a sun. Nothing is going to change for Portal 2.
The best thing we can hope for is EP3 for a substantial visual upgrade. Doug Lambardi said it is a very ambitious game.[/QUOTE]
I wish that wasn't the case, but after Alien Swarm's disappointment on the dynamic lighting front, I expect it will be. It was hyped up to have like near total dynamic lighting, when like there's about 5 dynamic lights per level, and they don't really add anything.
Funny thing is, Valve usually listens to it's community pretty well. I bet if the mod communities made a joint effort contacting Valve to get this done, it might just happen.
[QUOTE=Zally13;23488034]Just Cause 2 and MW2 are recent games. You have a recent computer. Source was not only made in 2004, but they can support machines from 2001-2002 I'd say. They're slowly making it more and more to render, at a slow pace.[/QUOTE]
You just can't play TF2 or L4D2 on a 2001-2002 computer. I think a lot of people are hugely overexaggerating source's ability to run on old hardware.
But hl2's and portal can.
[QUOTE=Pj The Dj;23495634]You just can't play TF2 or L4D2 on a 2001-2002 computer. I think a lot of people are hugely overexaggerating source's ability to run on old hardware.[/QUOTE]
People need to realize that's 8 years old. Technology DOUBLES every 3 years. So in that time it's doubled 3 times.
[QUOTE=Dj-J3;23492364]Yea, that really confused me
[editline]02:55PM[/editline]
Also, can someone tell me how not to get super HDR on everything?[/QUOTE]
I believe you forgot to place a player camera. Right click on the place you want to spawn in, and a green icon should be a little bit behind it.
I get a gameinfo.txt error every time I try and load Hammer...
I deleted it, refetched it etc
[editline]07:39PM[/editline]
[IMG]http://i30.tinypic.com/2m2cljs.png[/IMG]
anyone know of a solution?
launch game first
[QUOTE=Hostel;23491534]Nope, none of the screen shots contain more than one dynamic light source and that light you see coming through the ceiling (or in any of the images for that matter) is not a sun. Nothing is going to change for Portal 2.[/QUOTE]
Looking through all the images again, I think you are right. That is really sad, apparently it's up to modders to fix the problem.
[QUOTE=Hostel;23491534]
The best thing we can hope for is EP3 for a substantial visual upgrade. Doug Lambardi said it is a very ambitious game.[/QUOTE]
We can only hope, but I suppose in 10-20 years when EP3 is released, Source might have full dynamic lighting.
[QUOTE=gjsdeath;23499517]We can only hope, but I suppose in 10-20 years when EP3 is released, Source might have full dynamic lighting.[/QUOTE]
10-20 years? You know there was absolutely no info about hl2 until it was teased at E3 2003, and then released at november 2004 (with all the delays they had) right? For all we know, EP3 can be announced next year or maybe 2012. But 10-20 years is too far, unless you're joking or being pessimistic.
Unless he's saying in 10 years, a few years after episode 3 is released, we may have full dynamic lighting.
Which I think is true, but I doubt it will be as complex as we're imagining it.
I don't see why they don't just make everything fucking dynamic, seriously it's not 2004 now. There's literally no new games without dynamic lighting.
[QUOTE=kukiric;23499673]10-20 years? You know there was absolutely no info about hl2 until it was teased at E3 2003, and then released at november 2004 (with all the delays they had) right? For all we know, EP3 can be announced next year or maybe 2012. But 10-20 years is too far, unless you're joking or being pessimistic.[/QUOTE]
It's Valve.
They'd rather work on Alien Swarm, TF2 and Portal 2 then think on how to end EP3 in a way that won't upset all the fans.
[QUOTE=kukiric;23499673][...]unless you're joking[...].[/QUOTE]
This. It's unlikely it will be more then ten years.
Uhh why does everything HAVE to be dynamic, isn't it good as it is? I can't see what you are complaining about, this game looks great.
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