SDK Rendering
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Re: SDK Rendering
Posted by Dark|Killer on Sun Jan 1st at 1:27pm 2006


Hi all,

Im kinda confused, about this new update "rendering" thing...How can i activate that in hammer ??? i just cant see in light rendering while mapping ?? or did i understand everything wrong ??

Please help...thanks



.::Dark|Masta::. - One name. One legend.



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Re: SDK Rendering
Posted by parakeet on Sun Jan 1st at 2:45pm 2006


i haven't fiddled with it yet , but i think you have to compile once to get that to work.. not totally sure..


.else /me ~kill you
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Re: SDK Rendering
Posted by Dark|Killer on Mon Jan 2nd at 9:50am 2006


I tried that, but it didnt work, thanks for trying anyway..

Any other ideas ??



.::Dark|Masta::. - One name. One legend.



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Re: SDK Rendering
Posted by Damic on Mon Jan 2nd at 10:59am 2006


Euhm you mean HDR?

You must set the link to steam like this: "steam.exe -beta sdk" so it will download the beta sdk (or if its final the final 1) then open hammer via "Source SDK" open a map push F9 and in BSP you see now a HDR option <img src=" SRC="images/smiles/icon_smile.gif">



Thx in advantage



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Re: SDK Rendering
Posted by Dark|Killer on Mon Jan 2nd at 1:51pm 2006


And what happens next ?? do you render light in the editor ?



.::Dark|Masta::. - One name. One legend.



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Re: SDK Rendering
Posted by wil5on on Mon Jan 2nd at 1:57pm 2006


If youre talking about previewing lighting in the 3D window of the editor, it cant be done.


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



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Re: SDK Rendering
Posted by Dark|Killer on Mon Jan 2nd at 2:07pm 2006


Thanks Genius...i have been waiting for that answer...and was excpecting it too...
Well i guess mapping for Quake 4 is much better than HL2 .. but the controls are hard...

Thanks anyway <img src=" SRC="images/smiles/icon_smile.gif">



.::Dark|Masta::. - One name. One legend.



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Re: SDK Rendering
Posted by Orpheus on Mon Jan 2nd at 2:10pm 2006


? quoting wil5on
If youre talking about previewing lighting in the 3D window of the editor, it cant be done.

Yet. I heard rumor that they might be working on it somehow.

*shrugs*

I dunno.





The best things in life, aren't things.



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Re: SDK Rendering
Posted by Dark|Killer on Mon Jan 2nd at 2:19pm 2006


Will, i just hope they would release it soon...



.::Dark|Masta::. - One name. One legend.



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Re: SDK Rendering
Posted by Orpheus on Mon Jan 2nd at 2:50pm 2006


? quoting Dark|Killer
Will, i just hope they would release it soon...

Light preview isn't all its cracked up to be. At least not in my experience. The version that Unreal uses is not very accurate IMO. The map always looks differently. Perhaps looking in a 2d box is different than standing within the map I dunno but it always looks wrong.

I would think that HL2, if it could render light in real time while mapping would be similar because you are still looking from without. Much like determining the light in Britain via your TV set from the States.

Funny thing is, with block compiling, or whatever method is used in HL2, you can compile any newly lighted area in seconds so determining how it really looks should only take about 2 minutes tops.

Hell, I have screenshots reach me in longer time spans.





The best things in life, aren't things.



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Re: SDK Rendering
Posted by wil5on on Tue Jan 3rd at 1:52am 2006


Hammer is still based on an editor for Quake I. To implement lighting into it would require, at the very least, a rewrite of the 3D rendering code. Dont expect it any time soon.


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



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Re: SDK Rendering
Posted by Dark|Killer on Tue Jan 3rd at 7:04am 2006


Oh..man..And i thought valve is the most advanced company >_>



.::Dark|Masta::. - One name. One legend.



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Re: SDK Rendering
Posted by wil5on on Tue Jan 3rd at 8:44am 2006


You cant say one company is the most advanced... each individual game has its own strengths and weaknesses. Half-Life 2 has good performance on lower-spec machines, but its beaten by the Doom 3 engine in terms of dynamic lighting. You could say that Space Invaders is an advanced game, it will run well on even an 8mhz graphics calculator, and on a modern computer will get far better framerates than Q4 (and is arguably more fun).


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



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Re: SDK Rendering
Posted by satchmo on Tue Jan 3rd at 4:47pm 2006


? quote:
and is arguably more fun...

Unless you're a mega math geek.

I know someone who reads complex mathematical proof to relax in bed.

Preview lighting isn't really necessary for experienced mappers. We can pretty much visualize what the lighting is going to look like in-game before compiling, just using previous experiences with lighting.

It's like musical composers. They don't need to hear the orchestra play their composition to know how it sounds. They play it in their heads.



"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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Re: SDK Rendering
Posted by BlisTer on Tue Jan 3rd at 8:36pm 2006


true words. especially now that lightspot outlines are drawn.
visualizing atmosphere is a whole other story though. dunno about you but it's hard to "feel" the map (with specularity etc) in hammer. Thats still a bit of trial and error



These words are my diaries screaming out loud



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Re: SDK Rendering
Posted by satchmo on Wed Jan 4th at 5:16am 2006


If I have used the same reflective textures previously, I can get a pretty good idea how it's going to turn out in-game.

In fact, I usually come up with good lighting scheme in my head before I lay down the brushes.



"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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Re: SDK Rendering
Posted by DrGlass on Wed Jan 4th at 9:40am 2006


Very true, but for those of you who havn't been mapping for long or dont have an "imagination" make use of...

I cant remeber the tools name, but its the one that allows you to cordon off a part of your map and compile it. Best way to test lighting fast and easy.

infact I think it is called the cordon




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Re: SDK Rendering
Posted by Dark|Killer on Wed Jan 4th at 11:11am 2006


Hey Dr.Glass, welcome back..

If anyone knows the link, please post it up here <img src=" SRC="images/smiles/icon_biggrin.gif">



.::Dark|Masta::. - One name. One legend.



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Re: SDK Rendering
Posted by Orpheus on Wed Jan 4th at 12:20pm 2006


? quoting Orpheus
Funny thing is, with block compiling, or whatever method is used in HL2, you can compile any newly lighted area in seconds so determining how it really looks should only take about 2 minutes tops.

Sounds familiar.

and yeah, welcome home Doc.





The best things in life, aren't things.



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Re: SDK Rendering
Posted by wil5on on Wed Jan 4th at 1:17pm 2006


The cordon tool is integrated into hammer... its a button in the toolbar, I think its a square with yellow hazard stripes. Select that, draw a box and compile, it will only compile whats in the box, saving you time if you want to just test a small area.


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher




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