• Source Engine Deferred Lighting
    49 replies, posted
Perfect for stealth and horror games.
[QUOTE=Scot;36120102]All it really needs is HBAO.[/QUOTE] And it also needs <BUZZWORD HERE>
What's almost, if not more amazing is that editor. [I]Damn.[/I]
[QUOTE=Legend286;36121956]They haven't yet, he's still in college. It's not like an offer from them is going to ever go away so he might as well get education out of the way.[/QUOTE] It kinda sounds dumb to me, but what's the point? If the point of college is to get a good career afterwards, then isn't his goal already fulfilled? I know, I know, just in case or whatever. Had it been me though, I would've said "well fuck that" and frolicked my ass to Valve HQ.
Ok so it says the lighting can be written to the vmf, does this mean that we can for instance, make our map, set up the lighting in the demo build, save the lights angles, color etc, then load it up and hammer and compile with vrad? I know the output wont be dynamic but essentially this could provide us with a WYSIWYG lighting method, so we dont have to constantly recompile our maps? my god... I excite myself sometimes.
[QUOTE=Scot;36120205]the fuck, it was just a suggestion. Why so hostile?[/QUOTE] He's not being hostile at all, he just spends all his days making shaders so it's no harder for him to make one than it is for you to butter a slice of bread. He doesn't seem to be able to understand that not everyone else has this ability though. :v:
Jesus bloody christ this looks good..
So did he pull the downloads? I wanted to give the demo build a try.
And people say Source is outdated.
[I]Holy tits[/I] I can honestly see everyone in the mapping forum meeting in real life and having a barbeque because of this.
[QUOTE=LtKyle2;36136742][I]Holy tits[/I] I can honestly see everyone in the mapping forum meeting in real life and having a barbeque because of this.[/QUOTE] uh
[QUOTE=VengfulSoldier;36136164]And people say Source is outdated.[/QUOTE] It is for the way it handles things and it's not all in one editor like UDK for example, most tools were written by users and people out there who had balls to make GUI for batch compilers Valve includes in SDK. Importing models takes time, also no proper working material editor with real time preview, same for lighting, but biohazard managed to do it himself, which is good but it's not official. I'm not even going to whine about VBSP handling which was mind boggling to learn to get all the sprites properly.
Combine this lighting with this: [media]http://www.youtube.com/watch?v=TBsdWW7MOew[/media] Bam. Horror game of the year every year.
[QUOTE=Appolox;36136868]It is for the way it handles things and it's not all in one editor like UDK for example, most tools were written by users and people out there who had balls to make GUI for batch compilers Valve includes in SDK. Importing models takes time, also no proper working material editor with real time preview, same for lighting, but biohazard managed to do it himself, which is good but it's not official. I'm not even going to whine about VBSP handling which was mind boggling to learn to get all the sprites properly.[/QUOTE] We do have a material editor with real time preview.
[QUOTE=glitchvid;36137367]We do have a material editor with real time preview.[/QUOTE] Bitch please, it's not even on par with what UDK has to offer, and it does not save vmt's because it's broken.
Can someone please link the download? when I click on the link provided it comes up no downloads.
[QUOTE=Dalto11;36134273]So did he pull the downloads? I wanted to give the demo build a try.[/QUOTE] [QUOTE=Zero Hour;36140918]Can someone please link the download? when I click on the link provided it comes up no downloads.[/QUOTE] It's on the source page, fire up an SVN client and download one of these [url]http://swarm-deferred.googlecode.com/svn/trunk/build/[/url] For the compiled mod version [url]http://swarm-deferred.googlecode.com/svn/trunk/src/[/url] For the source code
[QUOTE=kaze4159;36140949]It's on the source page, fire up an SVN client and download one of these [url]http://swarm-deferred.googlecode.com/svn/trunk/build/[/url] For the compiled mod version [url]http://swarm-deferred.googlecode.com/svn/trunk/src/[/url] For the source code[/QUOTE] Completely missed the svn information on the project front page. Bad reading on my part. Thank you kind sir.
Grabbed some screenshots on test_cookies Everything maxed, diffusion, textures and shadows all enabled [thumb]http://imgkk.com/i/cox0.jpg[/thumb] [thumb]http://imgkk.com/i/pp_q.jpg[/thumb] [thumb]http://imgkk.com/i/qzr6.jpg[/thumb] [thumb]http://imgkk.com/i/q7yr.jpg[/thumb] [thumb]http://imgkk.com/i/da0x.jpg[/thumb] [thumb]http://imgkk.com/i/rkzs.jpg[/thumb] [thumb]http://imgkk.com/i/tiyc.jpg[/thumb] 2.4ghz Core 2 Quad GTX 480 2 GB DDR2 Vista 32 Bit 1680x1050 FPS never dropped below 100, this is really well made
[QUOTE=kaze4159;36141393]Grabbed some screenshots on test_cookies Everything maxed, diffusion, textures and shadows all enabled [thumb]http://imgkk.com/i/cox0.jpg[/thumb] [thumb]http://imgkk.com/i/pp_q.jpg[/thumb] [thumb]http://imgkk.com/i/qzr6.jpg[/thumb] [thumb]http://imgkk.com/i/q7yr.jpg[/thumb] [thumb]http://imgkk.com/i/da0x.jpg[/thumb] [thumb]http://imgkk.com/i/rkzs.jpg[/thumb] [thumb]http://imgkk.com/i/tiyc.jpg[/thumb] 2.4ghz Core 2 Quad GTX 480 2 GB DDR2 Vista 32 Bit 1680x1050 FPS never dropped below 100, this is really well made[/QUOTE] Funfact, I made the light cookie in the 3rd picture by focusing on my curtains with a light in the background using f/1.4 to make extreme bokeh. [t]http://puu.sh/xUac[/t]
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