By the sounds of things, it looks like it's suffering from what I call the Broussard Effect, which is when a desire to pack more and more features into it drags out development. This causes competitors to come out with new features which the developers find the need to implement, causing a feedback loop of sorts.
Isn't it much easier to just use fully dynamic lighting these days?
Dynamic lighting is still CPU-expensive and can react in unpredictable ways sometimes, and additionally sometimes it can look way worse than baked lighting. Neither invalidates the other, they're a symbiotic structure and will be for a long time.
A lot of all-dynamic-light games (especially survival ones where the players can structure lights) look like hot buttered arse because of this.
Ideally you'd have a mix of both tbh
Here the original post:
https://www.youtube.com/watch?v=OhLZMVo3NV8&feature=youtu.be
Resulting textures:
lightmap_0.vtex_c
Purpose unknown. Image type may not be fully supported by the Valve Resource Viewer.
lightmap_1.vtex_c & lightmap_2.vtex_c
Purposes unknown. Image types not supported by the Valve Resource Viewer at all.
lightmap_3.vtex_c
Stores ambient occlusion in red channel, nothing in green & blue channels.
Isolated channel: https://i.imgur.com/CP9xH3i.png
lightmap_4.vtex_c
Purpose unknown.
Unfortunately, because the shader required to get this to work (new version of Generic.vfx found in Artifact's core mod) doesn't work with Steamtours' VrForward rendermode, and I haven't been able to get the engine to use a different rendermode, there isn't a way to properly see what the result looks like.
Something interesting to note is that Dota 2's version of Hammer gives you the option of using a 3rd version of VRad called VRad3, which we don't have access to at the moment.
Also keep in mind that the process shown in the video likely isn't representative of what it will be like in the full SDK.
If you'd like to try this yourself, download this, copy the folders to your SteamVR/tools/steamvr_environments/game folder, and add ' "bakedlighting" "1" ' to the ResourceCompiler/DefaultMapBuilders section of the steamtours/gameinfo.gi file.
Alright, I don't play CS:GO at all, but when the mode first launched, the reactions to it on facepunch were overwhelmingly negative. Perhaps most of those members weren't regular CS:GO players either, but regardless, that's why I thought it was such a turd.
I mean that's Facepunch's vocal minority for you. We're getting off topic here, but Battle Royale is a gamemode more than anything and I think it could work in most FPS games. In a game like CS:GO, it's so easy to just not play it and play the main mode instead. So I don't really see the problem here, I'm always happy to see a Valve game get an update of some kind.
that's more bitterness toward valve than the mode itself.
Not all of it. There were a lot of complaints about the graphics looking terrible, on account of them having to massively compromise to get battle royale working in the CS:GO source branch, and also complaints about crashing.
I managed to upscale all (or most of) Half-Life environment textures using the AI method I described earlier. It's still limited to the Half-Life max resolution of 512*512. Also all dimensions should be a power of 16. This means that a texture of 192*128 can't be stretched to 512*341 as 341 is not a power of 16.For this texture the max resolution will be 480*320.
Here is the result
Teaser for an upcoming remaster of a HL2 mod from 2012 called Silent Escape coming to Steam
https://www.youtube.com/watch?v=TCktNBpvCYU
Ah yea, that's it. It was the documentation. Fun fact, you can actually change the documentation for all the tools within several .txts. This is likely common knowledge for people using older versions of Source. I'm curious why no one has tackled the task of adding their own documentation for Source 2 stuff, but I guess there are just not enough people out there using it. The other problem is whenever these files get updated, they will override the custom one which would be a pain to have to update again (though, these files are not updated very often).
Not saying either you or him are wrong, but take what he says with a grain of salt. What he explains is essentially common practice in Silicon Valley. Most tech companies operate this way so he can be talking about basically any company, not just Valve (and he even says this in one of his tweets). Again, not saying that what he said could be true in Valve's case, but he didn't name any particular company not only for ambiguity but because that is in fact a standard way of working in a lot of major and self-starting IT companies.
Yea, it's a shame that that was a major issue for him. I recall several people working on the Dota 2 branch who were *extremely* active on the dev.dota2 forums. They would answer questions, fix bugs and issues, and consider suggestions almost daily for a good year or so. Then once the major update to the tools (and Dota 2) came out that changed everything, they slowly disappeared. Most of these people are also credited on Artifact so I'm going to assume that they were moved (or decided to move) to other projects once the ground work was done. Man, those were good times. You could find a crash and get it fixed a day later.
Many of those are indeed present in the Destinations/SteamVR branch of Source 2. There are also remnants of lightmap view mode and baked lighting settings for meshes in Hammer but as far as I could tell, they do nothing/don't function fully or at all.
Considering those vtex_cs are compiled versions of texture inputs, they do not preview "properly" (rather, they show what they would look like once compiled into an RGBA texture). This is evident in Dota 2 especially, where certain shaders will consolidate multiple greyscale texture inputs into one RGBA texture when compiled (much like Source 1 does, for textures for CS:GO, or pre-Source 2 Dota 2). The ones with red seem to be the result of the shader that's been used to bake them only utilizing the red channel of a material's properties. For example, for Dota 2 each input below would bake into a seperate channel upon compile; Detail Mask becoming Red; Diffuse Warp becoming Green; Metalness Becoming Blue; Self-Illum becoming Alpha.
https://i.imgur.com/FZv3gLh.png
Lightmap4 seems like a generated worlspace map of some sort, or perhaps a colorID map. Generally worldspace would be used to determine where normals are pointing in the world and this can be used for baked lighting input, for example so that is likely the case here although since as you mentioned, it does not (supposedly) render properly, I can't say for sure. Indeed, Dota 2 has various render options in Hammer that aren't actually functional (as mentioned earlier in my post), so it is likely that the core part of the engine utilizes these methods at least to some extent, but they are blocked from usages (or their dependencies are missing) due to Dota 2 using a different method of rendering lighting (or they plan on adding it later).
Also on another note my god the formatting on this forum is god-awful. I cut-pasted a portion of my post here and it completely shat itself so I had to remove several spaces. Reminds me of using notepad :v
Rich's work history is extremely well documented, so it's pretty easy to roughly piece together what companies he's talking about.
What sort of regressions?
Send help
https://youtu.be/tnMGd4hO01M
Not bad, it clearly struggles with animated textures / textures with already present noise ( like that No Smoking sign or the retinal scanner ) , but is looking pretty good.
From Source 1?
Ironically, on huge levels, stability
For real though, in the toolset I've used (Destinations) there's a lack of lightmap support (as is documented above), the texture selection, lifting/applying is also more tedious than it needs to be.
But most importantly, the godly Transformation dialogue is gone, this was the basis for both nice and easy precise scaling of object sets, but also advanced arch and turned shapes, also this, and this.
And that's all I remember off the top of my head, it's been a good while since I was properly messing with Source 2, been busy with lua, hardware, and linux stuff lately.
I kinda love that visual honestly. Especially from a gameplay standpoint.
this just gave me an idea
flying synth leeches
Almost-new page? Perfect time to post this then. A mod I never heard of (but looks incredible) just updated with big news: Silent Escape: Induction has dropped a media release after a year if silence.
https://www.youtube.com/watch?v=2DC7DSv1xTs
https://media.moddb.com/images/games/1/9/8098/Screenshot_1.jpg
https://media.moddb.com/images/games/1/9/8098/Screenshot_2.jpg
https://media.moddb.com/images/games/1/9/8098/Screenshot_3.jpg
https://media.moddb.com/images/games/1/9/8098/Screenshot_4.jpg
https://media.moddb.com/images/games/1/9/8098/Screenshot_5.jpg
https://media.moddb.com/images/games/1/9/8098/The_Truth_is_looking_for_Shawn.jpg
apparently the main weapon is a compound bow
huntsman in hl2 ought to be interesting
seeing a hl2 mod of that caliber in 2019 is seriously refreshing. hope it plays well
That caught my eye too
I'm unreasonably happy to see a more detailed Combine APC.
I seem to remember someone recreating the huntsman in Garry's mod (and a few other TF2 weps) before deleting them all for some reason. Was pretty darn fun on the Half-Life/Half-life 2 maps.
Started adding support for Half-Life maps to my game engine because I was bored.
https://youtu.be/Z0DnguHp320
If I can find the time, I might start adding BMS support while I'm at it, too (I haven't looked into it yet, but I'm guessing most base entities are the same as in HL: S anyway, apart from NPCs and weapons and such). Playing BMS in coop sounds like it could be a lot of fun, but I'm not sure how much interest there would be for that?
http://pragma-engine.com/sharex/pragma_2019-01-04_10-46-47.png
http://pragma-engine.com/sharex/pragma_2019-01-04_11-42-04.png
https://www.youtube.com/watch?v=3hZ16HSMZ98
Sign me the fuck up, I've wanted BMS coop since the free version of the mod dropped.
I remember someone had it working with the mod version, way back when Valve/Steam/PowerPlay was still a forum section.
You can still load BMS singleplayer maps in multiplayer, and have people join you, but everything past that is absolutely horrendously broken.
I have a feeling Crowbar Collective decided to drop co-op for a reason
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