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Re: Source Modding Community SDK Petition

PostPosted: Sun Oct 31, 2010 2:06 pm
by source-maps
ScarT wrote:I'm gonna bump this thread, to notify you guys of a thread I wrote on hlcoders.

http://www.opensubscriber.com/message/h ... 33763.html


nice, but valve doesn't seem to care

Re: Source Modding Community SDK Petition

PostPosted: Sun Oct 31, 2010 2:09 pm
by ScarT
Well I didn't really expect them to, to be honest.

Re: Source Modding Community SDK Petition

PostPosted: Sun Oct 31, 2010 2:22 pm
by source-maps
2bad huh, you would think a company that was partially made big because of modders.. would do a little more to support them... guess not

Re: Source Modding Community SDK Petition

PostPosted: Sun Oct 31, 2010 2:23 pm
by ScarT
Seems for whatever reason that period is over. Which is indeed a sad thing.

Re: Source Modding Community SDK Petition

PostPosted: Mon Nov 01, 2010 5:40 pm
by Saxon
Oh great, seems Hammer is broken. AGAIN. For fucks sake this really is unbearable :(

Re: Source Modding Community SDK Petition

PostPosted: Mon Nov 01, 2010 5:53 pm
by marks
bekey wrote:
Saxon wrote:Oh great, seems Hammer is broken. AGAIN. For fucks sake this really is unbearable :(

Please tell me how to prevent it, it isn't broken for me yet!


Switch to UDK xD

Re: Source Modding Community SDK Petition

PostPosted: Mon Nov 01, 2010 6:01 pm
by Saxon
bekey wrote:
Saxon wrote:Oh great, seems Hammer is broken. AGAIN. For fucks sake this really is unbearable :(

Please tell me how to prevent it, it isn't broken for me yet!


I wish I knew... Hammer has suddenly decided to stop mounting GCF content for me. I don't get what the hell is wrong, because my previous compiles work perfectly in my mod, so I know theres nothing wrong with my gameinfo.txt.

To say that this is soul destroying would be an understatement.

Re: Source Modding Community SDK Petition

PostPosted: Mon Nov 01, 2010 6:06 pm
by ScarT
I'm not having any problems with it right now.

Re: Source Modding Community SDK Petition

PostPosted: Fri Nov 12, 2010 11:51 pm
by keldorn
jangalomph wrote:Why do you guys want it to be so much like unreal and cryengine? that means all of your buildings are models from maya and all that bull crap. Hammer is so simple to make brushes and create any thing like you want like legos. Its perfectly fine! If it turns into a UDK im gonna stop mapping. Because i HATE UDK. And i HATE the way cryengine is for "brushes"

The only part i even remotely like is the "Real time" factor.
And i wish source could be better optimized so i can have 400 NPC's of win.

//End rant.



I'm going to agree with this. I would quit mapping myself too. I would find no enjoyment in mapping if most of the mapping was just 3D modeling.

Re: Source Modding Community SDK Petition

PostPosted: Sat Nov 13, 2010 2:25 am
by source-maps
making brushes, making boxes, it's all the same
and with the 3d software you can add way more detail to the scene

it's just a matter of learning and adapting boys

Re: Source Modding Community SDK Petition

PostPosted: Sat Nov 13, 2010 3:13 am
by Gary
Yeah, when I was looking into it, brushes fail to add the detail models can to a scene. Currently we can add models as props, but they get shit per-vertex lighting and no self shadowing, Env_projectedtexture can solve this but at a high cost.

Hmm, I wonder if you could make a very high res projectedtexture that doesn't update, so it wouldn't eat pref. Though, then it might cause problems with some physical props' shadows not being updated after spawn...



What I am trying to say that if we just had better lighting methods, we would really have to get rid of brush based system, just use a bunch of props and brushes when needed.

Re: Source Modding Community SDK Petition

PostPosted: Tue Nov 23, 2010 12:27 pm
by keldorn
I just tried my first Unreal 3 game. Mirrors Edge, bought it off steampowered.
What attracted me to buying it, was it the game was made mostly with BSP not static meshes, much in the same way you make a source map, as seen in this blog article http://www.wesleytack.com/?p=933 of the level designer. So I wanted to see how pimped out bsp floor and walls could be in Unreal.

Let me tell you guys, it was awesome. I was completely submersed in this game. Ambient occulsion, dynamic lights, everything just look damn realistic, sometimes a bit plastic, but really good..
This gives my eyes orgasms serilsy. http://i51.tinypic.com/15d50zr.jpg
Then I loaded up left 4 dead and was like oh this looks so outdated now that I've experienced this.

The bad about, Too much HDR and blur going on this game. After awhile it starting making me dizzy.
Valve's character models and facial animations are tonnes better more realistic.
There probably arne't actually any games out that might be good to map for on unreal where you'd get the attention for your work, unlike l4d maps there is lots of people out there who download it , you can get thousands of downloads on sites like l4dmaps.com. Valve has defiantly let their engine fall into antiquity. Mirrors edge was only released 3 months after L4D and its light years ahead in graphics, its really simple graphics though, it still the same old BSP floor and walls , but looks amazing. Man I wish left 4 dead was made on Unreal. :oops:

Re: Source Modding Community SDK Petition

PostPosted: Tue Nov 23, 2010 5:43 pm
by Gary
Unreal has better lighting for models...

Hopefully us modders can "update" the engine, but I know there is some stuff we just can't do.

Re: Source Modding Community SDK Petition

PostPosted: Wed Nov 24, 2010 8:52 pm
by keldorn
Gary wrote:Unreal has better lighting for models...

Hopefully us modders can "update" the engine, but I know there is some stuff we just can't do.


I would say for sure, Checkout this screenshot of mirrors age I took.
http://i54.tinypic.com/dbipt4.jpg

Looks like the box models are getting the same per pixel lighting as the BSP floor and walls
Looks eyetastic. :P

Re: Source Modding Community SDK Petition

PostPosted: Wed Nov 24, 2010 9:09 pm
by paws
Sadly mirrors edge used the beast lighting system (third party software), not the lighting system that comes with the UDK. Though UDK's lightmass system is still a joy to use.