I just saw that trailer earlier yesterday (today in my sleep schedule)… Coincidence… or fate?
Probably just coincidence.
I just saw that trailer earlier yesterday (today in my sleep schedule)… Coincidence… or fate?
Probably just coincidence.
That’s still noticably source.
It doesn’t support Ambient Occlusion, Normal Maps, POM, Tesselation, Dynamic lighting, dynamic shadows, dynamic textures, layered textures, procedural destruction, everything is still brush based… etc.
And people wonder why nobody but Valve uses source.
ERR… HAVE YOU SEEN THE CODE? XD
THATS WHY NOBODY USES IT
(BTW ITS BILLY MAYS DAY)
Don’t forget the downright awful editor.
Candy Man Criminal @ Jun 28 2010: Zurginator @ Jun 28 2010:And people wonder why nobody but Valve uses source.
ERR… HAVE YOU SEEN THE CODE? XD
THATS WHY NOBODY USES IT
(BTW ITS BILLY MAYS DAY)Don’t forget the downright awful editor.
Better than NILE or whatever Joint Ops used.
That’s still noticably source.
It doesn’t support Ambient Occlusion, Normal Maps, POM, Tesselation, Dynamic lighting, dynamic shadows, dynamic textures, layered textures, procedural destruction, everything is still brush based… etc.
And people wonder why nobody but Valve uses source.
Ambient Occlusion
http://developer.valvesoftware.com/wiki/So…tures#Materials
Self-shadowed Bump Maps create soft shadows and ambient occlusion with both dynamic and pre-calculated radiosity lighting. Source renders self-shadowed bump maps on both current and older-generation graphics hardware.
Normal Maps
http://developer.valvesoftware.com/wiki/Bump_map
POM
Got me there… don’t even know what the hell that is
Tesselation
In all honesty what are tesselations going to do for you in a game?
Dynamic lighting
http://developer.valvesoftware.com/wiki/Light_dynamic
dynamic shadows
http://developer.valvesoftware.com/wiki/Dy…Dynamic_shadows
dynamic textures
Not sure what you mean by this, but I’m guessing you mean textures which change–I.E. animated textures, which are supported by source. Can’t find a link on it but I know–I’ve made animated textures in source before
layered textures
http://developer.valvesoftware.com/wiki/Patch
http://developer.valvesoftware.com/wiki/Displacement see “Blended displacement materials (alpha channel painting)”
procedural destruction
Again, I’m not sure what this means
everything is still brush based
http://developer.valvesoftware.com/wiki/Entity
There are three main types of entities:
? ? * Brush entity
? ? * Point entity
? ? * Node
basically, learn your shit.
no wonder you thought it was so bad if you didn’t know it could support all those things
Zurginator @ Jun 28 2010:That’s still noticably source.
It doesn’t support Ambient Occlusion, Normal Maps, POM, Tesselation, Dynamic lighting, dynamic shadows, dynamic textures, layered textures, procedural destruction, everything is still brush based… etc.
And people wonder why nobody but Valve uses source.
Ambient Occlusion
http://developer.valvesoftware.com/wiki/So…tures#Materials
VDK:Self-shadowed Bump Maps create soft shadows and ambient occlusion with both dynamic and pre-calculated radiosity lighting. Source renders self-shadowed bump maps on both current and older-generation graphics hardware.
Ambient Textures != engine AO. It’s not the same. Not even close.
Normal Maps
http://developer.valvesoftware.com/wiki/Bump_map
Fail. Bump maps and Normal maps are 2 entirely separate things. Bump maps simulate lighting effects. Normal maps are bakes of high-polly objects onto the low-polly: It is possible to have both.
POM
Got me there… don’t even know what the hell that is
Makes textures 3D. Cool as crap lol. Crysis uses it for ground textures, I’ll get screens.
Tesselation
In all honesty what are tesselations going to do for you in a game?
You would be surprised. I’ll dig up some screenshots from my own computer sometime.
Dynamic lighting
http://developer.valvesoftware.com/wiki/Light_dynamic
dynamic shadows
http://developer.valvesoftware.com/wiki/Dy…Dynamic_shadows
dynamic textures
Not sure what you mean by this, but I’m guessing you mean textures which change–I.E. animated textures, which are supported by source. Can’t find a link on it but I know–I’ve made animated textures in source before
layered textures
http://developer.valvesoftware.com/wiki/Patch
http://developer.valvesoftware.com/wiki/Displacement see “Blended displacement materials (alpha channel painting)”procedural destruction
Again, I’m not sure what this means
Engine destroys objects on the fly, not on pre-determined cracks. Ex: Crysis: Shoot a tree, it breaks exactly where you shoot it. C2 has procedural everything (or so they claim)
everything is still brush based
http://developer.valvesoftware.com/wiki/Entity
VDK:There are three main types of entities:
? ? * Brush entity
? ? * Point entity
? ? * Nodebasically, learn your shit.
Still a sucky selection and I will correct myself: ALMOST everything is brush-based.
no wonder you thought it was so bad if you didn’t know it could support all those things
Bold text is what I wrote in.
Pomegranate @ Jun 29 2010: Zurginator @ Jun 28 2010:That’s still noticably source.
It doesn’t support Ambient Occlusion, Normal Maps, POM, Tesselation, Dynamic lighting, dynamic shadows, dynamic textures, layered textures, procedural destruction, everything is still brush based… etc.
And people wonder why nobody but Valve uses source.
Ambient Occlusion
http://developer.valvesoftware.com/wiki/So…tures#Materials
VDK:Self-shadowed Bump Maps create soft shadows and ambient occlusion with both dynamic and pre-calculated radiosity lighting. Source renders self-shadowed bump maps on both current and older-generation graphics hardware.
Ambient Textures != engine AO. It’s not the same. Not even close.
Normal Maps
http://developer.valvesoftware.com/wiki/Bump_map
Fail. Bump maps and Normal maps are 2 entirely separate things. Bump maps simulate lighting effects. Normal maps are bakes of high-polly objects onto the low-polly: It is possible to have both.
In all honesty that page shouldn’t be labeled as bump map, but normal map. Bump maps are generally grayscale images to determine the height of objects while normal maps will generally use the red, green, and blue channels to determine height, horizontal facing, and vertical facing. What is demonstrated on the page I linked you is a method for normal mapping. A quote from wikipedia: “A normal map is usually an RGB image that corresponds to the X, Y, and Z coordinates of a surface normal from a more detailed version of the object.” If you do even a simple image search on google for “normal map,” what you will see is a lot of images that look very similar to the one in the VDK “Bump Map” page.POM
Got me there… don’t even know what the hell that is
Makes textures 3D. Cool as crap lol. Crysis uses it for ground textures, I’ll get screens.
Tesselation
In all honesty what are tesselations going to do for you in a game?
You would be surprised. I’ll dig up some screenshots from my own computer sometime.
Dynamic lighting
http://developer.valvesoftware.com/wiki/Light_dynamic
dynamic shadows
http://developer.valvesoftware.com/wiki/Dy…Dynamic_shadows
dynamic textures
Not sure what you mean by this, but I’m guessing you mean textures which change–I.E. animated textures, which are supported by source. Can’t find a link on it but I know–I’ve made animated textures in source before
layered textures
http://developer.valvesoftware.com/wiki/Patch
http://developer.valvesoftware.com/wiki/Displacement see “Blended displacement materials (alpha channel painting)”procedural destruction
Again, I’m not sure what this means
Engine destroys objects on the fly, not on pre-determined cracks. Ex: Crysis: Shoot a tree, it breaks exactly where you shoot it. C2 has procedural everything (or so they claim)
everything is still brush based
http://developer.valvesoftware.com/wiki/Entity
VDK:There are three main types of entities:
? ? * Brush entity
? ? * Point entity
? ? * Nodebasically, learn your shit.
Still a sucky selection and I will correct myself: ALMOST everything is brush-based.
Well, it is true that most things in source are brushes due to its being derived from goldsrc (half life) engine, but if you take a look into the game world there are a ton of prop models, and it is easy to model props for source. Source also has the ability to create displacement maps for more natural looking terrain. Take a look: http://developer.valvesoftware.com/wiki/Displacementno wonder you thought it was so bad if you didn’t know it could support all those things
Bold text is what I wrote in.
Why does everything have to be put up against crysis with you? Things are done in completely different ways for completely different games released at completely different times.
What I wrote is in bold and italics.
Basically, let the crysis-source fanboy wars begin!
Unreal Engine 3 FTW!!!
PS: @Zurg: for reference: what is a specular map?
Zurginator @ Jun 28 2010: Candy Man Criminal @ Jun 28 2010: Zurginator @ Jun 28 2010:And people wonder why nobody but Valve uses source.
ERR… HAVE YOU SEEN THE CODE? XD
THATS WHY NOBODY USES IT
(BTW ITS BILLY MAYS DAY)Don’t forget the downright awful editor.
Better than NILE or whatever Joint Ops used.
not by much xD
Unreal Engine 3 FTW!!!
PS: @Zurg: for reference: what is a specular map?
Determines how shiny a portion of the texture is.
Syntax Man @ Jun 29 2010:Unreal Engine 3 FTW!!!
PS: @Zurg: for reference: what is a specular map?
Determines how shiny a portion of the texture is.
which is also supported by source. http://developer.valvesoftware.com/wiki/$envmapmask
CloudVaris @ Jun 29 2010: Zurginator @ Jun 28 2010: Candy Man Criminal @ Jun 28 2010: Zurginator @ Jun 28 2010:And people wonder why nobody but Valve uses source.
ERR… HAVE YOU SEEN THE CODE? XD
THATS WHY NOBODY USES IT
(BTW ITS BILLY MAYS DAY)Don’t forget the downright awful editor.
Better than NILE or whatever Joint Ops used.
not by much xD
But NILE is unnecessarily retarded, partially because it was made for an open-world warfare type game. And also partially because it’s just bad.
Whatever anyone has against Hammer, at least it’s not dysfunctional.
Zurginator @ Jun 28 2010: Syntax Man @ Jun 29 2010:Unreal Engine 3 FTW!!!
PS: @Zurg: for reference: what is a specular map?
Determines how shiny a portion of the texture is.
which is also supported by source. http://developer.valvesoftware.com/wiki/$envmapmask
I knew that one.
Fact is, source was an ok engine for 2004. Things have changed exponentially, and while they keep trying to hotwire support in, it’s just not up to modern levels. We need Source 2.0.
So… how 'bout that E3?
What’s E3? xD
Oh was that what this topic was about???
Candy Man Criminal @ Jun 28 2010: CloudVaris @ Jun 29 2010: Zurginator @ Jun 28 2010: Candy Man Criminal @ Jun 28 2010: Zurginator @ Jun 28 2010:And people wonder why nobody but Valve uses source.
ERR… HAVE YOU SEEN THE CODE? XD
THATS WHY NOBODY USES IT
(BTW ITS BILLY MAYS DAY)Don’t forget the downright awful editor.
Better than NILE or whatever Joint Ops used.
not by much xD
But NILE is unnecessarily retarded, partially because it was made for an open-world warfare type game. And also partially because it’s just bad.
Whatever anyone has against Hammer, at least it’s not dysfunctional.
true, very true :3
Looks like Portal 1 or looks like the trailer?