• What do YOU think would make maps higher detail?
    137 replies, posted
Well, I'm sure this has been brought up before, but I'm still kind of curious, what makes other games higher detail than games on the Source Engine? I personally think if the lighting was more reflective, then it would kind of help the game's detail. [editline]12:04[/editline] I mean reflective as in, the way it bounces. Example. You put a flash light like three inches away from a wall, pointing at the wall. The light would still somewhat light up other parts of the room, not very much, but it would. (I tested this before I made the thread. :P )
I think its just because other engines are more model based so more support for models would be nice, more specifically lighting for models. also the shaders and some more dynamic lighting should be worked on.
You should have taken pics to show examples of what you mean. But now most (meaning pretty much) all engines are moving away from world geometry and are using meshes for pretty much all of their environments now.
Skill. You can create an equally sexy map in Source as in an engine that's considered better.
I love Source for it's intuitive design, but I would like more features, like dynamic lights automatically tied to the VIS system so that they don't hog so much resources, and parallax mapping, volumetric lighting like in Metro 2033.
All in Portal 2 Swifter :unsmith: [editline]5th December 2010[/editline] :sigh:
I just want a more exact vertex lighting shadow system. Too many times have I had to deal with models being lit completely while mostly in a shadow. That and some effective dynamic lighting would seal the deal for me. Too many times have I just abandoned maps because of lighting issues.
[QUOTE=SweetSwifter;26508335]I love Source for it's intuitive design, but I would like more features, like dynamic lights automatically tied to the VIS system so that they don't hog so much resources, and parallax mapping, volumetric lighting like in Metro 2033.[/QUOTE] Source can have all that. It isn't THAT hard. For the dynamic lighting, there is a fix on the valve wiki page to tie it to the vis system. Volumetric lighting is just a shader really. [hd]http://www.youtube.com/watch?v=JYiVkHEzThk[/hd] I'm sure a few of you guys have seen this. You just need to know some programming and HLSL and you are good to go.
By "Some programming" he means: A lot of programming.
[QUOTE=Lord Ned;26508564]By "Some programming" he means: A lot of programming.[/QUOTE] Yes.
[QUOTE=Firegod522;26508493]Source can have all that. It isn't THAT hard. For the dynamic lighting, there is a fix on the valve wiki page to tie it to the vis system. Volumetric lighting is just a shader really. [hd]http://www.youtube.com/watch?v=JYiVkHEzThk[/hd] I'm sure a few of you guys have seen this. You just need to know some programming and HLSL and you are good to go.[/QUOTE] Is it possible for someone to create a mod and make the lighting and such more realistic? Or is that all based in the engine? I know it's a dumb question, I don't understand how some of the stuff works though.
What do you mean? Like dynamic? Valve released code for VRAD so you can change the lighting algorithm if you know what you are doing.
[QUOTE=Lord Ned;26508564]By "Some programming" he means: A lot of programming.[/QUOTE] And it means Valve time.
A better foliage system, I want lush forests god dammit!
[QUOTE=Firegod522;26511721]What do you mean? Like dynamic? Valve released code for VRAD so you can change the lighting algorithm if you know what you are doing.[/QUOTE] Yeah that's what I meant. That's pretty cool. I guess it doesn't matter that much to Valve to update the lighting does it? It's good enough for their games at least.
What would make maps higher detail is if half the mappers of this forum took up modelling on the side for a month or 2. Just enough to get some skill to create some custom assets for use in your maps. It really does help out a lot in removing that source feeling that most maps have.
I'd take up modelling if I could find a website with a decent, structured set of tutorials. Most places I look at the tutorials are all over the place.
Vegetation, lots of it. and good lighting.
If we just started using models though, aren't the light maps crappy on models? I thought shadows and lighting on models was like really plain.
More details modelled in 3D over putting them in a texture. Higher resolution textures with less stretching. Better light simulation in Vrad, something like what lightmass can do. Better seperation of materials so things that look glass are glass etc. More breakable things. Higher res and smoother lightmaps too. Maybe, more materials with direct reflections like water and mirrors?
[QUOTE=Reactors;26516412]If we just started using models though, aren't the light maps crappy on models? I thought shadows and lighting on models was like really plain.[/QUOTE] The light and shadows aren't as good but in most cases it's acceptable imo. Not everyone will agree but I'd rather see slightly flawed maps with original, interesting models than more 'perfect' realistic maps with the same old, same old.
Unless the model is huge it's not going to be noticable. Can always use the model lightmap switch. [editline]6th December 2010[/editline] Dynamic lights are entirely unrelated to the detail of maps btw. Though I would like to slap an ambient fill light on the end of that flashlight :3:
SSbumps... We need more ssbumps
[QUOTE=BmB;26516836]Unless the model is huge it's not going to be noticable. Can always use the model lightmap switch. [editline]6th December 2010[/editline] Dynamic lights are entirely unrelated to the detail of maps btw. Though I would like to slap an ambient fill light on the end of that flashlight :3:[/QUOTE] May I ask what "Can always use the model lightmap switch." is referring to? Is there a way to get nicer light maps on models?
[QUOTE=Reactors;26518142]May I ask what "Can always use the model lightmap switch." is referring to? Is there a way to get nicer light maps on models?[/QUOTE] No, it only makes static props cast lightmap shadows per-poly and using alphamasks. You can also make them receive them, but only 100% light or 100% shadow per vertex.
[QUOTE=Dashiel;26515897]I'd take up modelling if I could find a website with a decent, structured set of tutorials. Most places I look at the tutorials are all over the place.[/QUOTE] [url]http://lmgtfy.com/?q=lynda.com+3ds+max+2010+essential[/url] try the 4th link down if you want :smug: If it helps you out, buy the product.
Portal 2 has a nice new model lighting system I believe.
[QUOTE=Zally13;26520828][highlight]Portal 2[/highlight] has a nice new model lighting system I believe.[/QUOTE] And there is the problem. Mainly due to the fact it'll be a completely new engine integer and nothing will be compatible with any game that is commonly mapped for.
Let's see them upgrade all of HL2 through TF2 with "Source 2011" and break even more shit though.
[QUOTE=99% More Fail;26525803]And there is the problem. Mainly due to the fact it'll be a completely new engine integer and nothing will be compatible with any game that is commonly mapped for.[/QUOTE] If I'm right, and I have no reason to doubt myself, Garry's Mod should be upgraded to the new engine.
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