[QUOTE=glitchvid;41199320]All of the HL2 viewmodels have normal maps.[/QUOTE]
Not really.
It's about half and half with them.
[QUOTE=Dissolution;41201791]Not really.
It's about half and half with them.[/QUOTE]
No, all of them have a normal map, open the Source materials folder and take a look (some are scattered / not in their proper name folders)
Interesting little tidbit from the hlcoders mailing list.
[quote=Alfred Reynolds]No, hammer is only available on windows and we have no plans at this time to change that.
It is a MFC app, which is a windows only UI tech, so a port would be difficult. [B]Future engines have been designed with cross platform support in the toolchain from the start.[/B][/quote]
Developing on Mac/Linux will be interesting. And it's nice to see them start to drop more and more hints about Source 2. Maybe we'll hear more about it sooner rather than later.
[QUOTE=Terin7;41205383]Interesting little tidbit from the hlcoders mailing list.
Developing on Mac/Linux will be interesting. And it's nice to see them start to drop more and more hints about Source 2. Maybe we'll hear more about it sooner rather than later.[/QUOTE]
Yeah, I feel like it's getting pretty damn close. Valve is referring to the current source as Source 1 more and more often. First in the issue tracker, now in the new version of the SDK. Yay!
Valve might use scanning of actors/models in 3D for Source Engine 2 game.
[url]http://forums.steampowered.com/forums/showthread.php?t=3140996[/url]
I've always wanted see myself rendered as a game character. It's a shame the scanning technology will cost me an arm and a leg that couldn't thus be scanned.
[QUOTE=Cows Rule;41218558]I've always wanted see myself rendered as a game character. It's a shame the scanning technology will cost me an arm and a leg that couldn't thus be scanned.[/QUOTE]
You could scan yourself in as a pirate, arrr.
Since that's probably how you'd get the game anyway, after you went broke from scanning yourself :v:
I remember the days when face modeling was this :v::
[IMG]http://www.craveonline.com/images/stories/2011/Gaming/Articles/best_bond_games/GoldenEye-007.jpg[/IMG]
[QUOTE=KaLam1ty;41221773]I remember the days when face modeling was this :v::
[IMG]http://www.craveonline.com/images/stories/2011/Gaming/Articles/best_bond_games/GoldenEye-007.jpg[/IMG][/QUOTE]
Dear god, was the middle guy textured from someone with Progeria?
[QUOTE=NightVoid41;41211331]Valve might use scanning of actors/models in 3D for Source Engine 2 game.
[url]http://forums.steampowered.com/forums/showthread.php?t=3140996[/url][/QUOTE]
I believe they did this for L4D2?
[QUOTE=MaxOfS2D;41223160]I believe they did this for L4D2?[/QUOTE]
Yeah, they made a post about it on the L4D blog a long time ago (it was pictures of the base face models in a scanner)
Did anyone know about this?
[video=youtube;MBcGwxdJtXk]http://www.youtube.com/watch?v=MBcGwxdJtXk[/video]
didn't know where else to post this, I found about it few months ago that you can control the lighting in Dota 2 by typing "cl_globallight_debug 1" in console and also you don't need "sv_cheats 1" for that so you can do it in any match.
oh and sorry if late
[QUOTE=DrGRoWL;41223606]Did anyone know about this?
[video=youtube;MBcGwxdJtXk]http://www.youtube.com/watch?v=MBcGwxdJtXk[/video]
didn't know where else to post this, I found about it few months ago that you can control the lighting in Dota 2 by typing "cl_globallight_debug 1" in console and also you don't need "sv_cheats 1" for that so you can do it in any match.
oh and sorry if late[/QUOTE]
its funny how valve is late to all this, i remember games in 2006/2007 that had this and more
[QUOTE=Robertto;41224134]its funny how valve is late to all this, i remember games in 2006/2007 that had this and more[/QUOTE]
Have you ever considered that VALVe focused more on it's artstyle and assets, then it's engine's "raw" capability ?
[QUOTE=DrGRoWL;41223606]Did anyone know about this?
[video=youtube;MBcGwxdJtXk]http://www.youtube.com/watch?v=MBcGwxdJtXk[/video]
didn't know where else to post this, I found about it few months ago that you can control the lighting in Dota 2 by typing "cl_globallight_debug 1" in console and also you don't need "sv_cheats 1" for that so you can do it in any match.
oh and sorry if late[/QUOTE]
Dota 2's engine is actually using a deferred method for the lights, so that's not too surprising.
[QUOTE=Foda;41231334]Dota 2's engine is actually using a deferred method for the lights, so that's not too surprising.[/QUOTE]
Is it?
I'd really like somebody who's technically knowledged to explain the technicalities we know about Dota 2 Being deferred: because from here it just looks like a projected texture from above.
it uses cascaded shadow mapping but idk if the renderer is deferred
[QUOTE=glitchvid;41232883]Is it?
I'd really like somebody who's technically knowledged to explain the technicalities we know about Dota 2 Being deferred: because from here it just looks like a projected texture from above.[/QUOTE]
the particle files mention deferred lights, and most objects in the game all use the same material (deferred shading typically uses an "uber shader" for models).
[QUOTE=glitchvid;41230889]Have you ever considered that VALVe focused more on it's artstyle and assets, then it's engine's "raw" capability ?[/QUOTE]
You forgot a few other things that Valve has been concentrating on: virtual hats, boxes and keys.
[QUOTE=SpotEnemyBoat;41233095]You forgot a few other things that Valve has been concentrating on: virtual hats, boxes and keys.[/QUOTE]
Which are all things he mentioned.
[QUOTE=danharibo;41233160]Which are all things he mentioned.[/QUOTE]
Not really, post wasn't specific enough. :v:
[QUOTE=Foda;41233021]the particle files mention deferred lights, and most objects in the game all use the same material (deferred shading typically uses an "uber shader" for models).[/QUOTE]
Valve could be using Deferred lighting on some of their assets and forward lighting on others.
You need to do the mix of deferred and forward rendering for translucent objects anyway, although I think I remember about reading of some trick to merge the two.
Dota 2 is deferred:
The environment is rendered deferred, but the characters and particles are rendered forward.
Still on DX9, no dx10 or 11 support.
Particles and translucent objects are rendered in forward.
The global light uses a csm method, but it's pretty much normal deferred. Just split the shadow maps over a distance for lower res/slower update threshold between ticks.
Due to dx9, no opencl/gpucompute stuff. Valve is doing deferred the hardest way, but it's not a massive deal because they aren't really rendering that many lights at a time, and most lights generated via particles tend to be unshadowed. Even some of the world lights are unshadowed. For example: shadows created by torches are actually particle systems that project onto the geometry.
Black Mesa Dev playing in Source 2 SDK?
[url]http://steamcommunity.com/id/mcvee[/url]
[url]http://puu.sh/3rPAs.jpg[/url]
[QUOTE=and5728;41251113]Black Mesa Dev playing in Source 2 SDK?
[url]http://steamcommunity.com/id/mcvee[/url]
[url]http://puu.sh/3rPAs.jpg[/url][/QUOTE]
Non-Steam game. Any idiot could fake that.
[QUOTE=ProZak;41251147]Non-Steam game. Any idiot could fake that.[/QUOTE]
Don´t be too hard with the boy, everybody were a newbie.
Is just the magic of putting wordpad/any other program and rename it on the Steam propierties.
I'm going to be pestimistic and further more saddened that I am going to say this: I think that Source 2 and HL3 won't be announced at this years Gamescom, instead I recon it will be yet another Playable DOTA 2 build for gamers to try out and something about steambox!
Well I see this thread is still slightly alive.
Anywho, I agree. I have a feeling this year is gunna be the same as last year.
[QUOTE=stargate660;41388619]I'm going to be pestimistic and further more saddened that I am going to say this: I think that Source 2 and HL3 won't be announced at this years Gamescom, instead I recon it will be yet another Playable DOTA 2 build for gamers to try out and something about steambox![/QUOTE]
Dota 2 is released to the public as of 7/9.
Something is going to happen at GamesCom.
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