• (Spoilers talking about new engine) Portal 2 SDK - When?
    205 replies, posted
Amazing.. Source Engine 2. Videos, being carried in that room thing without falling around, glass. When are we gonna get all of this awesomeness?
When Valve release it. Be Patient for this one.
Heh could take some time, it still is Valve.
I can honestly say I'm not that excited about Portal 2, sure it looks good and pretty and everything..but, I dunno...I purchased it for PS3 anyway so I get it on Steam for free :3:
I cant wait to see new features!
I must say, having not been able to afford Portal 2, I haven't really been looking at more than the promotional trailers, so I'm not too excited, I just hope theres a little more stability with the new SDK. I hate losing work needlessly through Hammer's inability to stay functional for more than 10 minutes, heh..
Whenever I hear about updates to the SDK I always think of two things that have been in every RTS terrain editor since the 90's: Texture Blending (Not blend textures, I mean between two or more entirely different textures) Foliage Paint
The better lighting is more what I am looking forward too. The ability to make moving lamps with out the engine shitting itself.
[QUOTE=salmonmarine;29296250]Whenever I hear about updates to the SDK I always think of two things that have been in every RTS terrain editor since the 90's: Texture Blending (Not blend textures, I mean between two or more entirely different textures) Foliage Paint[/QUOTE] Foliage paint is something the source engine needs desperately.
I really want this SDK. I haven't been so excited by new mapping possibilities for years.
Cant wait!
When I saw Portal 2 graphics for the first time, the first thing I thought is an epic update for GMod coming.
I don't think much changed in the engine, at least in the [i]engine[/i] itself. Sure there's probably new tools, but the graphics are mostly result of [i]lots[/i] of props being used instead of lots of brushes. That's what most modern games do, ala UE3-based stuff does that as well. Props render quicker and are less CPU-intensive to sort for as opposed to brushes when it comes to rendering. In other words, everything you see in Portal 2 has been possible since the OB engine came out, just a pain in the ass to do with Hammer and much easier with the new SDK, but not much in terms of actual engine features has even changed. Hell, there's still only one env_projectedtexture available, Portal just moves around the light source whenever you change rooms. Also: [img]http://arkage.co.cc/other/desu/SS-2011-04-19_21.08.29.jpg[/img] My friend just decompiled and loaded a map into Hammer, so the map format probably isn't all that different, which does support my theory.
When the sdk finally comes out i'll do a portal 2 aftermatch campaign or something. Maybe about the borealis.
aftermatch?
[QUOTE=Downsider;29301998]Props render quicker and are less CPU-intensive to sort for as opposed to brushes when it comes to rendering.[/QUOTE] Your whole post is pretentious so I'll just pick apart the worst parts. How is bsp geometry more "CPU-intensive to sort"? The geometry is already sorted to quickly find and draw potentially visible faces, in very few batches. That's the whole point of a bsp tree.
I can't wait for the "world portals" they mentioned using to connect completely different sections of maps together. I'm gonna make some proper head-wrecking geometry with them.
I really want to make some Portal 2 maps. Great exercise in puzzle and game design.
Remember the part with the moving[sp]portals at the neurotoxin part[/sp]? Since they will be possible, I want to do this: [media]http://i981.photobucket.com/albums/ae300/garry_smith/Humor/game_portal_paradox_001.png[/media]
I really wanna see the moving room and knocking into each other thing remade in Hammer when the P2 SDK comes out.
[QUOTE=layla;29303162]Your whole post is pretentious so I'll just pick apart the worst parts. How is bsp geometry more "CPU-intensive to sort"? The geometry is already sorted to quickly find and draw potentially visible faces, in very few batches. That's the whole point of a bsp tree.[/QUOTE] Because each [i]face[/i] has to be sorted by tracing through a tree, on the CPU. It's an optimization made mostly for software renderers back when DOOM and Quake 1 came out, which both use BSP trees to sort the world faster because there was no GPU available to do per-pixel sorting. When you place a model, the only thing being sorted is one coordinate, it's origin, and the rest of the polygons are passed directly to the CPU. And yeah, mate, I don't really want to carry this on, but you don't seem to have a full grasp of what the BSP tree itself is. The PVS isn't part of the BSP tree. The BSP tree doesn't have much to do with the PVS, the BSP tree simply approximates where the player is in relation to the faces in the world. It doesn't figure out which ones are visible. Once it brings you down to the lowest it can calculate as far as where you are, then it proceeds to look at any PVS data associated with that position. The PVS isn't a direct result of the BSP's structure, which is how it sounds in the way you put it. I'm just informing, not being pretentious..
[QUOTE=Downsider;29301998]I don't think much changed in the engine, at least in the [i]engine[/i] itself. Sure there's probably new tools, but the graphics are mostly result of [i]lots[/i] of props being used instead of lots of brushes. That's what most modern games do, ala UE3-based stuff does that as well. Props render quicker and are less CPU-intensive to sort for as opposed to brushes when it comes to rendering. In other words, everything you see in Portal 2 has been possible since the OB engine came out, just a pain in the ass to do with Hammer and much easier with the new SDK, but not much in terms of actual engine features has even changed. Hell, there's still only one env_projectedtexture available, Portal just moves around the light source whenever you change rooms. Also: [img_thumb]http://arkage.co.cc/other/desu/SS-2011-04-19_21.08.29.jpg[/img_thumb] My friend just decompiled and loaded a map into Hammer, so the map format probably isn't all that different, which does support my theory.[/QUOTE] Just because you can decompile a map that's the same file type doesn't mean there aren't significant changes to the engine.
[QUOTE=Redcow17;29310194]Just because you can decompile a map that's the same file type doesn't mean there aren't significant changes to the engine.[/QUOTE] It means that there's no additional features related to the map format in the engine, otherwise a decompiler wouldn't be able to accurately decompile it due to the additional data/changed data format.
[QUOTE=oskutin;29302178]When the sdk finally comes out i'll do a portal 2 aftermatch campaign or something. Maybe about the borealis.[/QUOTE] Being my idol mapper i would love you even more than i do now (even though i am just kinda jealous of your skill)
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Just a fyi, you can make a map in portal 1 sdk then just move the bsp over to portal 2, works great.
[QUOTE=wootmonster;29305970]Remember the part with the moving[sp]portals at the neurotoxin part[/sp]? Since they will be possible, I want to do this: [media]http://i981.photobucket.com/albums/ae300/garry_smith/Humor/game_portal_paradox_001.png[/media][/QUOTE] Record the results, assuming it doesn't break Hammer.
[QUOTE=Artyom;29311952]Record the results, assuming it doesn't break Hammer.[/QUOTE] [i]Time to begin the test propper.[/i] [editline]20th April 2011[/editline] [QUOTE=LuaChobo;29312065]You would need different sized portals, so it wont work.[/QUOTE] No you won't, as long as one is turned on it's side like in the picture.
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