• Source 2 SDK Tools Being Released Tomorrow
    163 replies, posted
Random question, if anyone could throw me a bone, I'd be happy. What improvements does S2 have as far as bump mapping is concerned?
[QUOTE=Megalan;50483150]Secretly I hope UE4 Sequencer will eventually replace SFM and become the thing which SFM intended to be. It's not that much harder to use than SFM but it's a lot more powerful if used correctly. Sadly this might not happen until someone starts producing lots of ready-to-use content for it. :frown:[/QUOTE] only reason SFM picked up so much speed is because of the already stablished community that Garry's Mod had.
[QUOTE=Megalan;50483150]Secretly I hope UE4 Sequencer will eventually replace SFM and become the thing which SFM intended to be. It's not that much harder to use than SFM but it's a lot more powerful if used correctly. Sadly this might not happen until someone starts producing lots of ready-to-use content for it. :frown:[/QUOTE] No way, the reason why SFM is used a lot is because it has pretty much all the tools you need for making animations - you have a really good built in animation tool that uses IK rigs and all that really well, you have a pretty good flex poser, good camera and good lighting controls. The sequencer relies on imported animations that you first have to make in some other program, which already requires using more separate tools.
damnit valve stop fucking forcing all the source 2 shit to Dota
[QUOTE=EddieLTU;50483385]damnit valve stop fucking forcing all the source 2 shit to Dota[/QUOTE] bad reading, this is unrelated to dota
[QUOTE=GayIlluminati;50483237]Random question, if anyone could throw me a bone, I'd be happy. What improvements does S2 have as far as bump mapping is concerned?[/QUOTE] It's like any other normalmapping in modern engines. Green is no longer inverted from Source 1, and uses maya tangent basis.
[QUOTE=simkas;50483329]you have a really good built in animation tool that uses IK rigs and all that really well, you have a pretty good flex poser[/QUOTE] While UE4 has built-in animation tools I can agree that SFM is quite a bit better in this field at this moment. I think epic has plans on remaking those. [QUOTE=simkas;50483329]good camera and good lighting controls.[/QUOTE] They are good until you start to compare them to Sequencer. Seriously, SFM's camera controls is a toy compared to UE4. [IMG]http://i.imgur.com/KqlRJHw.png[/IMG]
Well ~3.5 hours until we find out what we actually get
[QUOTE=Megalan;50483621]While UE4 has built-in animation tools I can agree that SFM is quite a bit better in this field at this moment. I think epic has plans on remaking those. They are good until you start to compare them to Sequencer. Seriously, SFM's camera controls is a toy compared to UE4. [IMG]http://i.imgur.com/KqlRJHw.png[/IMG][/QUOTE] Can't you export animations from SFM? Someone could probably make a plugin to convert the animations to the sequencer? Then that you could also just throw in the models as an FBX.
I think the biggest advantage of SFM compared to something like the UE4 sequencer is the fact SFM looks somewhat more user friendly. Not by much though since the UI is ass. The sequencer though looks like it'd have an extremely steep learning curve compared to how accessible Source is.
I sooo wish I had a Vive/PC that could use it now, I'd love to make things in this
[QUOTE=Megalan;50483621]While UE4 has built-in animation tools I can agree that SFM is quite a bit better in this field at this moment. I think epic has plans on remaking those.[/QUOTE] Does it? I'm pretty sure UE4 just has a Maya plugin that makes it easier, there are no ways to actually create animations in the editor itself.
[QUOTE=simkas;50483831]Does it? I'm pretty sure UE4 just has a Maya plugin that makes it easier, there are no ways to actually create animations in the editor itself.[/QUOTE] If tools are not done yet they are on the way, it was in the works when i stopped using ue4.
[QUOTE=simkas;50483831]Does it? I'm pretty sure UE4 just has a Maya plugin that makes it easier, there are no ways to actually create animations in the editor itself.[/QUOTE] [video=youtube;2NXCJlNn63c]https://www.youtube.com/watch?v=2NXCJlNn63c[/video]
[QUOTE=Luxuria;50483774]I think the biggest advantage of SFM compared to something like the UE4 sequencer is the fact SFM looks somewhat more user friendly. Not by much though since the UI is ass. The sequencer though looks like it'd have an extremely steep learning curve compared to how accessible Source is.[/QUOTE] I somehow managed to learn the entirety of Unreal's Matinee tools in the span of 3 weeks, and Unreal is a hell of a lot more powerful than SFM in terms of tools, and once you've gotten the basics down it's fairly user-friendly. In fact aside from not having an in-engine IK animation tool like SFM (as far as I know), Unreal is very similar.
[QUOTE=Coyoteze;50483980]I somehow managed to learn the entirety of Unreal's Matinee tools in the span of 3 weeks, and Unreal is a hell of a lot more powerful than SFM in terms of tools, and once you've gotten the basics down it's fairly user-friendly. In fact aside from not having an in-engine IK animation tool like SFM (as far as I know), Unreal is very similar.[/QUOTE] Can it work similarly as SFM does as a poser program for stills? I have been looking for alternatives.
[QUOTE=Megalan;50483941][video=youtube;2NXCJlNn63c]https://www.youtube.com/watch?v=2NXCJlNn63c[/video][/QUOTE] I'm assuming he means in-engine IK animation. Animating entirely in FK is totally possible, but it's also really dumb. [editline]9th June 2016[/editline] [QUOTE=Luxuria;50483983]Can it work similarly as SFM does as a poser program for stills? I have been looking for alternatives.[/QUOTE] The lack of IK rigging the way SFM does it (with Python) means you'd have to use FK and manually rotate and move every single joint, which is tedious. But if you have an IK for a model in Maya then you can just do the pose there and export as FBX, since Unreal is smart enough to bring along materials.
[QUOTE=Coyoteze;50483986]I'm assuming he means in-engine IK animation. Animating entirely in FK is totally possible, but it's also really dumb. [editline]9th June 2016[/editline] The lack of IK rigging the way SFM does it (with Python) means you'd have to use FK and manually rotate and move every single joint, which is tedious. But if you have an IK for a model in Maya then you can just do the pose there and export as FBX, since Unreal is smart enough to bring along materials.[/QUOTE] I never use IK rigs so doesn't sound like too much of an issue.
[QUOTE=Luxuria;50484002]I never use IK rigs so doesn't sound like too much of an issue.[/QUOTE] Well, then you probably won't have any problems moving to UE to do this. Posing is going to take a few more steps but should not be much harder than SFM.
I doubt we're going to get Source 2 until it's fully VR ready (remember that a lot of demos in The Lab were made in Unity), and we get a new "AAA quality" title from Valve (L4D3, not even going to say the other one). Even then, I'm not expecting that much of a leap over Source in terms of editor interface, and it probably won't be much more user friendly than Unity, or feature packed as UE4. Seems like Source 2 is really only available for developers willing to license early tech, [URL="https://twitter.com/garrynewman/status/740919031767662592"]as indicated by our dear Garry commenting on his early experiences with the engine.[/URL]
[QUOTE=Megalan;50483941][video=youtube;2NXCJlNn63c]https://www.youtube.com/watch?v=2NXCJlNn63c[/video][/QUOTE] Those are extreeeeemely primitive though, you could barely make any meaningful animations with that.
[QUOTE=simkas;50484276]Those are extreeeeemely primitive though, you could barely make any meaningful animations with that.[/QUOTE] That's why I said that for now SFM is better in terms of in-editor animation.
[QUOTE=Rahu X;50484231]I doubt we're going to get Source 2 until it's fully VR ready (remember that a lot of demos in The Lab were made in Unity), and we get a new "AAA quality" title from Valve (L4D3, not even going to say the other one). Even then, I'm not expecting that much of a leap over Source in terms of editor interface, and it probably won't be much more user friendly than Unity, or feature packed as UE4. Seems like Source 2 is really only available for developers willing to license early tech, [URL="https://twitter.com/garrynewman/status/740919031767662592"]as indicated by our dear Garry commenting on his early experiences with the engine.[/URL][/QUOTE] The fact that Garry just now got access to S2 makes me think we're getting some progress at least.
[QUOTE=Rahu X;50484231]I doubt we're going to get Source 2 until it's fully VR ready (remember that a lot of demos in The Lab were made in Unity), and we get a new "AAA quality" title from Valve (L4D3, [B]not even going to say the other one[/B]). Even then, I'm not expecting that much of a leap over Source in terms of editor interface, and it probably won't be much more user friendly than Unity, or feature packed as UE4. Seems like Source 2 is really only available for developers willing to license early tech, [URL="https://twitter.com/garrynewman/status/740919031767662592"]as indicated by our dear Garry commenting on his early experiences with the engine.[/URL][/QUOTE] Ricochet 2?
I suppose this is known by now, but Hammer 2 has the best mapping tools ever hands down. No other modern engine has such great BSP building (however they are meshes now instead of traditional brushes). You can straight up edit any vertex or face within the editor, without the need to reopen them in a modeling software. As far as I know UE4 still has a broken BSP solution and vertex editing and Unity has none, so it can be used as an alternative to building your own map since you can easily export it as FBX.
[QUOTE=Rahu X;50484231]I doubt we're going to get Source 2 until it's fully VR ready (remember that a lot of demos in The Lab were made in Unity), and we get a new "AAA quality" title from Valve (L4D3, not even going to say the other one). Even then, I'm not expecting that much of a leap over Source in terms of editor interface, and it probably won't be much more user friendly than Unity, or feature packed as UE4. Seems like Source 2 is really only available for developers willing to license early tech, [URL="https://twitter.com/garrynewman/status/740919031767662592"]as indicated by our dear Garry commenting on his early experiences with the engine.[/URL][/QUOTE] The new Hammer is actually available to use for Dota2, the interface is totally overhauled from old hammer and it's very powerful.
[QUOTE=IrishBandit;50484473]The new Hammer is actually available to use for Dota2, the interface is totally overhauled from old hammer and it's very powerful.[/QUOTE] Except whatever version of Source 2 DOTA is running on is [I]hopefully [/I]extremely crippled and doesn't even have basic modern engine features like PBR. And, to my knowledge, post-process effects like Depth of Field are still not real-time. Switching from Source 1 to Source 2 is basically pointless with the DOTA 2 release.
[url]https://steamdb.info/app/453170/history/[/url] Valve making some last minute changes, hiding all the hl3 assets :v: Edit: ITS LIVE BOIS Edit 2: 1.5GB download, 3.6GB unpacked
Don't forget to run it with -novr as the launch parameter.
[QUOTE=Jelman;50484670][url]https://steamdb.info/app/453170/history/[/url] Valve making some last minute changes, hiding all the hl3 assets :v: Edit: ITS LIVE BOIS Edit 2: 1.5GB download, 3.6GB unpacked[/QUOTE] thank you based office internet [t]https://i.imgur.com/IBWLVgU.png[/t]
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