hey guys im an indie dev i can totally confirm that source 2 will have realtime MLT-type path tracing you heard it from me guys + i use technical words so im totally legit guys
To get back on topic...
If it is indeed in development, then I can't wait for the updated toolset. Hammer is a bitch to use right now.
please buy my fellow indie dev friend's $5 steampunk platformer on desura
[QUOTE=The Jack;37364449]Will source 2 feature rap battles?[/QUOTE]
Half-Life 3 will feature a PaRappa style rap battle in which Gordon lyrically destroys a Strider.
You heard it here first.
[QUOTE=brandonsh;37365472]Half-Life 3 will feature a PaRappa style rap battle in which Gordon lyrically destroys a Strider.
You heard it here first.[/QUOTE]
I'd buy it.
[QUOTE=brandonsh;37365472]Half-Life 3 will feature a PaRappa style rap battle in which Gordon lyrically destroys a Strider.
You heard it here first.[/QUOTE]
"...!"
Can current source deform displacements in realtime? If not I'd like to see that in upcoming additions to source.
[QUOTE=IrishBandit;37367852]"...!"
Can current source deform displacements in realtime? If not I'd like to see that in upcoming additions to source.[/QUOTE]
I'm pretty sure I saw that "feature" in the Source tech demo someone posted here a few weeks ago, I've never seen it in game tho.
edit: [url]http://www.youtube.com/watch?v=4ddJ1OKV63Q[/url] around 1:50
You can morph terrain but the collisions don't update
[QUOTE=azgag;37367942]I'm pretty sure I saw that "feature" in the Source tech demo someone posted here a few weeks ago, I've never seen it in game tho.
edit: [url]http://www.youtube.com/watch?v=4ddJ1OKV63Q[/url] around 1:50[/QUOTE]
That isn't real time displacement. Its just displacement surface that can move.
Real time displacement has been achieved though, and on the leaked 2003 source engine nonetheless.
[QUOTE=.EDI;37368367]That isn't real time displacement. Its just displacement surface that can move.[/QUOTE]
whats the difference?
[QUOTE=Kopimi;37368482]whats the difference?[/QUOTE]
[QUOTE=DFC;37368046]You can morph terrain but the collisions don't update[/QUOTE]
wow cant believe i missed your post lol
i don't think that's right though? it definitely looks like the collision updates given that he walks along the new terrain right after it morphs
[editline]23rd August 2012[/editline]
he walks on it during the morphing process and it looks like he moves up a bit as the surface morphs
For some unknown reason, we got it broken when HL2 was released, although some mods repaired their code.
Is like the npc_missiledefense. Those entities probably were cut from the leak and VALVe didn´t added to the retail version the fixed code.
env_terrainmorph is only broken in the SDK, you can fix it in about five seconds if you rebuild the physics mesh every frame while it's morphing which takes like a single line of code.
Id like to deform things a little more and have destructable environments or the illusion of such.
It bothers me a little that the combine ball.. which disintergrates anything it kills.. bounces of thin planks of wood harmlessly. And i feel like Hunter flechets should be much more Shock and awe than what they are now.
Not that i think that energy balls should disintergrate anything they touch.. but they should burn holes through thin things and make craters where they bounce.
[QUOTE=Legend286;37370505]env_terrainmorph is only broken in the SDK, you can fix it in about five seconds if you rebuild the physics mesh every frame while it's morphing which takes like a single line of code.[/QUOTE]
If it sounds so easy, then why hasn't it been released publicly/used in a mod yet?
[QUOTE=The Jack;37372943]It bothers me a little that the combine ball.. which disintergrates anything it kills.. bounces of thin planks of wood harmlessly. And i feel like Hunter flechets should be much more Shock and awe than what they are now.
Not that i think that energy balls should disintergrate anything they touch.. but they should burn holes through thin things and make craters where they bounce.[/QUOTE]
The reason that was never done was because of the technology at the time, for all you know Valve might improve them in the next Half Life
[QUOTE=Milkyway M16;37373116]If it sounds so easy, then why hasn't it been released publicly/used in a mod yet?[/QUOTE]
Because it's still a piece of shit.
[img]http://puu.sh/Y4RD[/img]
[url]https://developer.valvesoftware.com/wiki/Morphing_Terrain_Issues[/url]
Hmmph.
[QUOTE=Milkyway M16;37373116]If it sounds so easy, then why hasn't it been released publicly/used in a mod yet?[/QUOTE]
Because it has very little use and wouldn't look correct with lightmaps.
In half life 1 you'd have headcrabs come out of the sand and form lumps. What was that?
[QUOTE=The Jack;37373951]In half life 1 you'd have headcrabs come out of the sand and form lumps. What was that?[/QUOTE]
A tiny brush that moved upward through the sand, a crude way of doing it.
[QUOTE=laylay;37373794]Because it has very little use and wouldn't look correct with lightmaps.[/QUOTE]
Meh, we have entities which hardly/never you would use it (script_tauremoval for example), why not that?
[QUOTE=Maestro Fenix;37378529]Meh, we have entities which hardly/never you would use it (script_tauremoval for example), why not that?[/QUOTE]
Looking at the source code on the VDC, it looks like Valve just disabled it, probably because they didn't want to make the light mapping any more complex.
[QUOTE=Bloodshot12;37161022]I hope source 2 would support massive landscapes.
I would love to see custom mappers able to make natural maps that span for miles if they wanted to.[/QUOTE]
Comment Removed
[QUOTE=Butthurter;37099606]i thought it was established valve internally nicknames the post l4d era source engine as "source 2"[/QUOTE]
After pondering this for months, it my be in reference to the portal 2 engine (source 2001), which may be hinting towards portal 2 SFM mounting...
Whats not to like
oh my
i was expecting quality posts here but luke beated all the horrible posts i have seen so far
And here I was thinking we had new info :suicide:
[QUOTE=IM BATMAN;38256851]And here I was thinking we had new info :suicide:[/QUOTE]
I'd be happier if they took the modest amount of man hours and fixed a few of the problems on the current SDK instead of releasing a whole new iteration of (probably) broken tools.
As a gesture of good faith to content creators using Source, fixing the SDK would make such people excited for the newer iteration. And bring more people to creating with the Source engine.
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