Re: DoD source pic and editor pic
Posted by Spartan on
Thu Oct 21st 2004 at 6:54pm
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
You can also view lighting and scripted sequences before you compile.
Re: DoD source pic and editor pic
Posted by Adam Hawkins on
Thu Oct 21st 2004 at 6:55pm
858 posts
333 snarkmarks
Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
I'm sure it'll look great for the final version but that shot doesn't look like anything the HL1 engine couldn't do.
Re: DoD source pic and editor pic
Posted by Spartan on
Thu Oct 21st 2004 at 6:57pm
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
That is the same thing I thought at first but the game will look much better when it comes out. These are probably just early shots.
Lighting is beautiful and realistic.
Re: DoD source pic and editor pic
Posted by ReNo on
Thu Oct 21st 2004 at 6:58pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Doesn't look as good an improvement as CS:S does :sad:
Re: DoD source pic and editor pic
Posted by Andrei on
Thu Oct 21st 2004 at 7:00pm
Andrei
member
2455 posts
1248 snarkmarks
Registered:
Sep 15th 2003
Location: Bucharest, Romania
WoW! This looks great! Does this also mean that HL1 mods will be 100% convertable to HL2? Models, sprites, textures and all???
Re: DoD source pic and editor pic
Posted by Orpheus on
Thu Oct 21st 2004 at 7:08pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
what you guys fail to see is, yeah it can be made in HL1, but the engine won't struggle while doing it in HL2.
even assuming its to scale in that pic, there is still a s**tload of detail.. look at the grids in that hammer shot.. you know the engine is seeing way past that screenshot into the next area.. now ask yourself again, could the HL1 engine do it :/
as i said, i figure the maps are not compiled properly in this taboo thing i have, yet my sorry machine does a fine job.. mostly.. the sea shore map, with the big boat and miles of beach.. now THAT causes me some grief :biggrin:
Re: DoD source pic and editor pic
Posted by Spartan on
Thu Oct 21st 2004 at 7:20pm
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
VISgroups will be a necessary with HL2. I have never used them except for my NS map but with a new editor that can handle more that means bigger more detailed maps and a jungle of colored lines to obscure your view.
Re: DoD source pic and editor pic
Posted by Spartan on
Thu Oct 21st 2004 at 7:32pm
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
Well then once I finish my NS map you let me know how you like it. Of course by then end of it though I might have already used visgroups.
Re: DoD source pic and editor pic
Posted by Campaignjunkie on
Thu Oct 21st 2004 at 7:37pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Maybe if they threw some water in that screen, people would think more highly of it. :wink:
Anyways, I like the shot. Overall composition seems pretty good.
Benches seem much too bulky for something in Source though, almost
enough to ruin the shot for me.
That guy's Hammer layout is kind of wonky though. Seems vaguely
Photoshop-like, with individual palette windows everywhere. Might have
to try it :smile:
Re: DoD source pic and editor pic
Posted by Adam Hawkins on
Thu Oct 21st 2004 at 7:42pm
858 posts
333 snarkmarks
Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
Never really got round to using VIS grouping myself - and i'm betting it would have saved me some nasty headaches! I kinda like having everything there on-screen though so I know how everything fits together.
Also, looking at some of the brush-work in the editor shot - it doesn't actually looks that complex. Maybe it's just the HL1 version loaded into the new editor?
Re: DoD source pic and editor pic
Posted by Spartan on
Thu Oct 21st 2004 at 7:43pm
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
When HL1 first came out and people were lazy they would throw in a few crates to add detail but with HL2 it will be water instead of crates. I can see it now.
"Hey Jimmy."
"Yeah."
"How come the storage area is flooded?"
"I got tired and needed a little more detail."
"Ok... I want you to know you suck."
Re: DoD source pic and editor pic
Posted by Crono on
Thu Oct 21st 2004 at 8:32pm
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Wow, I really hope that looks ten billion times better by the time they're done.
It actually looks like, in that shot, HL1 stuff just ported to HL2.
Re: DoD source pic and editor pic
Posted by Orpheus on
Thu Oct 21st 2004 at 8:36pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
WTF do you guys want?? blood?
jeez, unless the screen shows a s**tload of statics, it seems every one of you are gonna say it looks like HL1 :sad:
HL2 is gonna look something like HL1, for the simple fact that it is Half-Life, if it looked like doom or unreal, it wouldn't be HL :rolleyes:
Re: DoD source pic and editor pic
Posted by Crono on
Thu Oct 21st 2004 at 8:43pm
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
I meant the model and blocky architecture, Orph.
That model looks identical to the current DoD model. I'll probably have to see it in action or in a bigger shot to tell the difference.
Re: DoD source pic and editor pic
Posted by Crono on
Thu Oct 21st 2004 at 9:01pm
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Okay ... so, why did you reiterate your other post's point in a harsh manner after I posted? :razz:
Re: DoD source pic and editor pic
Posted by Orpheus on
Thu Oct 21st 2004 at 9:07pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
adjust the size of the two and put them in this one reply kage
Re: DoD source pic and editor pic
Posted by Yak_Fighter on
Thu Oct 21st 2004 at 9:10pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Why, that looks exactly identical! f**k source, I want the doom3 engine! That picture would look so much better bathed in sharp black shadows.
As for visgrouping, I never used that crap, as it only got in the way. All the work I did on the snarkpitcrew map was done without it.
Re: DoD source pic and editor pic
Posted by Spartan on
Thu Oct 21st 2004 at 9:41pm
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
There are many tricks I have learned to getting around the clutter without using visgrouping. They are pretty simple.
Re: DoD source pic and editor pic
Posted by Orpheus on
Thu Oct 21st 2004 at 10:05pm
Posted
2004-10-21 10:05pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
well maybe visgrouping is a crutch, but i cannot do without it.. in fact the only tim i regret using visgroups, is when i map with someone who doesn't use them and the asshole loses all my hard work.. invariably, they use .maps, and i only use .rmf's :sad:
Re: DoD source pic and editor pic
Posted by KungFuSquirrel on
Thu Oct 21st 2004 at 10:48pm
Posted
2004-10-21 10:48pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
Of course, editors that have much easier hiding and filtering functionality bound to keystrokes makes things much easier. :wink:
That editor shot looks hideous. Just re-affirms my view that I don't want to go anywhere near it. In-game looks semi-decent, though. Probably is the same view model; it looks like it even lines up between the half-and-half shots. I imagine the finished product will be comparable to CS:Source - a huge jump over the existing HL version, but kinda so-so on the whole. Which makes sense; it's not really worth spending as much time on a conversion as a full product.
Though I think the DoD team has a bigger presence at Valve after their retail deal, so maybe they'll push things a bit further... shrug time shall tell.
Re: DoD source pic and editor pic
Posted by Orpheus on
Thu Oct 21st 2004 at 11:04pm
Posted
2004-10-21 11:04pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
screams till the rafters shake
DAMMIT, MY MOUSE ERASED MY COMMENT AGAIN !!!!
Re: DoD source pic and editor pic
Posted by Leperous on
Fri Oct 22nd 2004 at 9:15am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
Bear in mind that this game hasn't even come out yet, and compare levels people were releasing when HL was released with now... Of course the model looks rubbish- I'm sure the DoD team will fix it- and yeah the map looks a bit strange- the mappers fault, I'm guessing, for forgetting shadows under the benches and being lazy about making the destroyed support pillars on the roof- but it'll still beat anything seen in HL, and be great fun.
Re: DoD source pic and editor pic
Posted by Pvt.Scythe on
Fri Oct 22nd 2004 at 9:22am
730 posts
113 snarkmarks
Registered:
Sep 19th 2004
Occupation: student
Location: Finland
It does look better, but only a little. Then again it only has replaced textures, a fancy effect and some more polygons thrown in. What I'm saying it's a remake of something made for HL1, which is the reason why it might look "uglier" than it "should".
And as for the visgrouping I use it, but extremely rarely.
Re: DoD source pic and editor pic
Posted by Hugh on
Fri Oct 22nd 2004 at 9:28am
Hugh
member
900 posts
207 snarkmarks
Registered:
Oct 25th 2003
Occupation: College Student
Location: Amerika
I hardly ever use visgrouping, there's not much point unless you have a huge level, and I never have one of those. Basically it's so I can add some glass, hide it with visgroup, then add details. I have no idea how this convo on visgrouping started since I don't want to even open up the first page, two huge pictures + dialup = bleh.
Re: DoD source pic and editor pic
Posted by Gollum on
Fri Oct 22nd 2004 at 9:48am
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
VisGroups allowed me to retain a vestige of my sanity whilst completing gmdm2 :biggrin:
Re: DoD source pic and editor pic
Posted by Gollum on
Fri Oct 22nd 2004 at 10:23am
Posted
2004-10-22 10:23am
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
Pah, size is immaterial :razz: Entities are the problem! VisGroups were necessary not just in order to reduce clutter, but so that I could SEE the map at all, through the thick curtains of entities. Try selecting a particular item, if you have 20 entities all in the same space. Then you really need VisGroups :biggrin:
Re: DoD source pic and editor pic
Posted by Gollum on
Fri Oct 22nd 2004 at 1:03pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
Ah yes! That would have been useful knowledge.
Re: DoD source pic and editor pic
Posted by Gwil on
Fri Oct 22nd 2004 at 1:09pm
Gwil
super admin
2864 posts
315 snarkmarks
Registered:
Oct 13th 2001
Occupation: Student
Location: Derbyshire, UK
I still (despite having not released anything :razz: ) can't fathom how people cannot use/understand visgroups?
I figured them out without even looking up reference/tutorials on it :smile:
It really is quite a simple concept, definately not beneath the skills
and intelligence of some of the bigger names who claim to not
understand, or use them :razz:
Re: DoD source pic and editor pic
Posted by Gollum on
Fri Oct 22nd 2004 at 2:19pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
I found most aspects of VisGroups obvious, but when the list of groups became long enough to gain a scrollbar, it seemed impossible to drag elements from the TOP of the list to the BOTTOM.
Though the solution is simple - the arrow keys can move the scrollbar whilst the mouse moves the group - it is far from obvious. I would have expected a resizable box. How many commands require you to use both mouse and keyboard simultaneously?