• 3kliksphilip - Danger Zone's second map
    28 replies, posted
https://www.youtube.com/watch?v=Of2B39y5PNo Valve's using megatextures now
You can hear Valve's artists struggling against the creaky, aging mess that is Source to make anything that looks remotely decent.
Riot shields in CS:GO? I hope we can use a pistol with it, can't wait to see people recreating this classic: https://youtu.be/kldfwFm8mZ8
They're really pushing Hammer's limits now with this map. The first DZ map is pretty simple in comparison. Still looks pretty great, anyway.
Valve doesn't use Hammer for CSGO maps anymore. Maps since the Inferno and Dust II remakes have been made in the unreleased Source 2 map editor and ported back to Source afterwards. The Dust II remake is pretty obviously not made in Hammer because almost the entire floor and ground area is made entirely of displacements, at a quantity and resolution that would be near impossible to make in Hammer. Instead, the floor of Dust II was made with "Hammer 2"'s dynamic meshes and somehow converted to Source 1 displacements.
It's not megatextures like rage or wolfenstein, it's just a really large texture used on terrain. Games like Battlefield 2 did this as well. Virtual Texturing is quite a different thing
Huh, that would explain why brushes around window frames have an "inset" look to them, as if it was made in Maya. The fact they're using Hammer 2's SDK is promising. I don't want to see them abandon it.
Those aren't brushes. Dust II has almost zero brushes, it's almost 100% displacements and props.
It's very possible to make those amounts of displacements in hammer. Quite easy to do as well
I was using megatextures in a proof of concept runescape map. Got to just about 4096 x 4096 and god damn does source get angry when you go with textures that big. Never thought to do the detail texture overlay though.
I'm just curious how the map would play in a Gmod RP server tbh
Definitely would need a heavy round of fixing up to say the least, seeing as Gmod doesn't play nice with CS:GO maps out of the box and even though it's able to be loaded, the performance on Blacksite isn't great at all. https://i.imgur.com/oFMPOs3.jpg
I wouldn't know, I've never actually mapped Source. I'm just going by what I've been told. Regardless, the floor of Dust II is displacements, but they weren't made with the displacement tool.
I want to see a TF2 map made in Hammer 2, and I also want them to release the god damn tool already. It’s been too long. Mod teams like KAFF would probably pull off some insane shit if they had it, but nevertheless they have their own Hammer 1 fork now.
Even if it's made in S2 they've still got to abide by Hammers limits else it wouldn't compile. I think they just work in S2 because it has a way better workflow and better tools.
How do you know? the displacement tool is extremely extremely powerful. https://i.imgur.com/shI9ZUh.jpg This is all using just the hammer displacement tools.
While that does look nice, it's like 90% owed to a really well-made normal map, as far as I can tell. I can't remember where I found out about the weird CSGO mapping workflow, I'll let you know if I can find it
Okay, then here's a real masterpiece https://i.imgur.com/A1cd1Xb.png Entirely made in hammer.
I remember with VNN or 3kliks mentioning it at some point. And while there was evidence for some CS:GO prototyping maps using the backport method, I don't think there has been any direct evidence of it for current shipping maps. Aside from the workflow the maps use being very unique, and the lack of VMF provided by Valve, there isn't much to go on.
It's not backported from source 2 hammer https://www.reddit.com/r/GlobalOffensive/comments/7b9x9p/dust2s_black_hole_investigated_3kliksphilip/dpgokay/?context=3
the exojump confirms that counterstrike exists in the half-life universe since it is basically just an upgraded jump module
Would that even compile? My intuition tells me it would break into disjoint segments or just not be parsed when compiling, due to its complexity and non-concaveness
That map looks soo much better than Blacksite
It's possible they model the buildings in another program and convert them into brushes. Roger Lundeen said they used a plugin that converted sketchup geometry into brushes for the earlier maps. [quote]I designed and authored building geometry complete with interiors in SketchUp and via a export plugin exported directly to Hammer as ‘brush’ geometry.[/quote]
A few workshop tf2 maps were made in a similar process of source 2 editor -> source 1 port iirc. https://steamcommunity.com/sharedfiles/filedetails/?id=962571666 https://steamcommunity.com/sharedfiles/filedetails/?id=873248180
I've had a long-standing theory that all the main (pre-DotA) Valve games take place in the same universe. Half-Life and Portal are explicitly linked together, Counter-Strike is easily added onto that, L4D shows the fall of society between HL1 and HL2 from a civilian perspective, and TF2 is a prequel to all of it.
the tf2 bit wouldn't work if the way the storyline of the comics ended with a rocket launch wiping out humanity
In theory most engines can look good using the right art-style, albeit, realism doesn't at all. In fact, Super Mario Sunshine still looks excellent, even today, with only a resolution bump to enhance it. All you'd have to do is maybe fix a few textures and you have a game that would match a mid-level studio in quality. Source however? 'Realistic' graphics don't age well, and not having modern rendering techniques to add to it doesn't help either. This looks stunning and absolutely fantastic Or that is, in 2006 this did. Not that impressive anymore. Actually being near this isn't quite as impressive, not for a studio as huge as Valves. Obviously this would have other stuff added into it, however in general source just doesn't look as impressive as it once did even after everything is added in, and usually when it is, it's not that worthy of praise. I look through CSGO levels and just no matter what, it looks clean and very nice, however its also very basic. That being said, that is in many ways preferable to games that focus so heavily on graphics that it locks at 2 fps on your xx80ti even at 720p. Too many games focus TOO MUCH on graphics. Source gets its graphics from clean textures and smart level design, but that's all. Source was once a jack of all trades, now it's a master of only performance.
Source was the best Gen7 engine. Now we're in late Gen8, heading into Gen9. At the very least, UE4 has taken its place this generation, though whether it'll remain on top or be supplanted by something else in the upcoming is unclear yet.
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