[QUOTE=Legend286;28352663]The only major reason they're using projected textures in that scene is because they're too lazy to update VRad to a later beast version which supports studiomdl lightmapping. Plus you'd need to make another UV channel for proper model lightmapping which is probably too complicated to do with the current studio tools source has.[/QUOTE]
Drop it and get back on topic.
i hope they will make everything as simple as in udk
[QUOTE=Trini8ed;28292268]I have came across this article and am very excited about valve fixing up Source SDK and Hammer! :psypop:
[URL]http://www.pcgamer.com/2011/02/23/valve-working-on-making-source-sdk-less-painful-to-use/[/URL]
[B]Edit:[/B] RATE! ME! CLOCKS! I wanna beat the clock record![/QUOTE]
I hate using area portals, If games could do smart frustrum culling on their own they would help me a lot already
Guys, just because you've learned Hammer well and devoted time to it doesn't make it automatically 'easy' or 'intuitive'. It's from the '90's and it shows. Who the fuck [i]wouldn't[/i] want an improved GUI and workflow?
I think it'll just take significantly improved displacement editing to get me interested again.
I never managed to make a proper cliff or landscape.
I'll take anything that improves workflow. :)
[QUOTE=a2h;28427620]I think it'll just take significantly improved displacement editing to get me interested again.
I never managed to make a proper cliff or landscape.[/QUOTE]
I tried to make a curved mountain.
It was impossible.
In before Valve pulls an Office 2007 on us.
[QUOTE=Chrispy_645;28429494]I'll take anything that improves workflow. :)[/QUOTE]
If I had real time lighting in hammer, I'd be done half my maps.
[QUOTE=DOG-GY;28292958]That's because the UDK is in every way better. It's on an infinitely better engine too. Hammer is a pain in the ass to use, and too confusing to use to much potential (hardly anyone uses Source for AAA titles).[/QUOTE]
That's because Source is 7-8 years old now. Crytek created three CryEngines within a shorter span of time.
Source is kinda like the PS2 of PC engines. Nothing really new comes out for it anymore but it's still here, chugging along.
[QUOTE=FFStudios;28465312]Source is kinda like the PS2 of PC engines. Nothing really new comes out for it anymore but it's still here, chugging along.[/QUOTE]
And yet it's still so very awesome, much like the PS2.
I just wanna make one fucking ladder
Goddamn it the shit I have to go through to accomplish such a feat
I imagine making a REAL ladder doesn't take this much effort
[QUOTE=Legend286;28333173]It works, you just need to wait if you don't have a very good CPU. Raytracing isn't quick you know.[/QUOTE]
I never ever saw the Raytrace lighting thing in action. Not once a screenshot of it. Seriously. Do you have a video or something?
[QUOTE=KingKombat;28465442]I just wanna make one fucking ladder
Goddamn it the shit I have to go through to accomplish such a feat
I imagine making a REAL ladder doesn't take this much effort[/QUOTE]
All you have to do is put a ladder model and put the ladder tool texture on it.
[QUOTE=Max of S2D;28467006]I never ever saw the Raytrace lighting thing in action. Not once a screenshot of it. Seriously. Do you have a video or something?[/QUOTE]
It just causes Hammer to freeze for several minutes before showing you a slightly darker version of the regular 3D view.
[QUOTE=Wootman;28468050]All you have to do is put a ladder model and put the ladder tool texture on it.[/QUOTE]
That is only true to CS:S and L4D ladders. HL2 family ladders need a separate entity, and another entity for the sake of safety.
I can make good looking maps and shit, but it takes forever, so i give up every-fucking-time. This is really needed.
[QUOTE=Intoxicated Spy;28469481]I can make good looking maps and shit, but it takes forever, so i give up every-fucking-time. This is really needed.[/QUOTE]
The updated tools will increase accessibility, not your attention span.
[editline]7th March 2011[/editline]
But yeah me too :saddowns:
[QUOTE=Max of S2D;28467006]I never ever saw the Raytrace lighting thing in action. Not once a screenshot of it. Seriously. Do you have a video or something?[/QUOTE]
[img]http://dl.dropbox.com/u/9038221/nothing%20in%20here/raytracedpreview.png[/img]
[img]http://dl.dropbox.com/u/9038221/nothing%20in%20here/raytracedpreview2.png[/img]
Only took 30 seconds to render lol.
[QUOTE=Legend286;28339621]It looks like that, but it isn't. He uses traces to calculate average ambient light and then uses lpv grids to light areas up. The shadows are black in both pictures.
[editline]28th February 2011[/editline]
Portal 2 has this, go look at the Razer video.
[img_thumb]http://dl.dropbox.com/u/7340612/sdk_vehicles0055.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/7340612/sdk_vehicles0052.jpg[/img_thumb] - To make it obvious.
My fault you thought he was just colouring the shadows, but I didn't want to make this into the "Source doesn't look bad if you know what you're doing" thread.[/QUOTE]
why would he create such realistic lighting for a mod with giant cartoony anthropomorphic dinosaurs/dragons.
[QUOTE=GhostPhoster;28474154]why would he create such realistic lighting for a mod with giant cartoony anthropomorphic dinosaurs/dragons.[/QUOTE]
Because he can? The mod relies heavily on time of day and he's releasing his code eventually so. Baked lighting looks shit.
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