SDK Rendering

SDK Rendering

Re: SDK Rendering Posted by Dark|Killer on Sun Jan 1st 2006 at 1:27pm
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Posted 2006-01-01 1:27pm
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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.
Re: SDK Rendering Posted by parakeet on Sun Jan 1st 2006 at 2:45pm
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Posted 2006-01-01 2:45pm
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i haven't fiddled with it yet , but i think you have to compile once to get that to work.. not totally sure..
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Re: SDK Rendering Posted by Dark|Killer on Mon Jan 2nd 2006 at 9:50am
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Posted 2006-01-02 9:50am
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I tried that, but it didnt work, thanks for trying anyway..

Any other ideas ??
.::Dark|Masta::. - One name. One legend.
Re: SDK Rendering Posted by Damic on Mon Jan 2nd 2006 at 10:59am
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Posted 2006-01-02 10:59am
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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 :smile:
Thx in advantage
Re: SDK Rendering Posted by Dark|Killer on Mon Jan 2nd 2006 at 1:51pm
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Posted 2006-01-02 1:51pm
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And what happens next ?? do you render light in the editor ?
.::Dark|Masta::. - One name. One legend.
Re: SDK Rendering Posted by wil5on on Mon Jan 2nd 2006 at 1:57pm
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Posted 2006-01-02 1:57pm
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If youre talking about previewing lighting in the 3D window of the editor, it cant be done.
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Re: SDK Rendering Posted by Dark|Killer on Mon Jan 2nd 2006 at 2:07pm
Dark|Killer
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Posted 2006-01-02 2:07pm
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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 :smile:
.::Dark|Masta::. - One name. One legend.
Re: SDK Rendering Posted by Orpheus on Mon Jan 2nd 2006 at 2:10pm
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Posted 2006-01-02 2:10pm
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wil5on said:
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.
Re: SDK Rendering Posted by Dark|Killer on Mon Jan 2nd 2006 at 2:19pm
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Posted 2006-01-02 2:19pm
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Will, i just hope they would release it soon...
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Re: SDK Rendering Posted by Orpheus on Mon Jan 2nd 2006 at 2:50pm
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Posted 2006-01-02 2:50pm
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Dark|Killer said:
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. :rolleyes:

The best things in life, aren't things.
Re: SDK Rendering Posted by wil5on on Tue Jan 3rd 2006 at 1:52am
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Posted 2006-01-03 1:52am
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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.
"If you talk at all during this lesson, you have detention. Do you understand?"
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Re: SDK Rendering Posted by Dark|Killer on Tue Jan 3rd 2006 at 7:04am
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Posted 2006-01-03 7:04am
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Oh..man..And i thought valve is the most advanced company >_>
.::Dark|Masta::. - One name. One legend.
Re: SDK Rendering Posted by wil5on on Tue Jan 3rd 2006 at 8:44am
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Posted 2006-01-03 8:44am
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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).
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Re: SDK Rendering Posted by satchmo on Tue Jan 3rd 2006 at 4:47pm
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Posted 2006-01-03 4:47pm
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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
Re: SDK Rendering Posted by BlisTer on Tue Jan 3rd 2006 at 8:36pm
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Posted 2006-01-03 8:36pm
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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
Re: SDK Rendering Posted by satchmo on Wed Jan 4th 2006 at 5:16am
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Posted 2006-01-04 5:16am
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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
Re: SDK Rendering Posted by DrGlass on Wed Jan 4th 2006 at 9:40am
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Posted 2006-01-04 9:40am
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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
Re: SDK Rendering Posted by Dark|Killer on Wed Jan 4th 2006 at 11:11am
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Posted 2006-01-04 11:11am
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Hey Dr.Glass, welcome back..

If anyone knows the link, please post it up here :biggrin:
.::Dark|Masta::. - One name. One legend.
Re: SDK Rendering Posted by Orpheus on Wed Jan 4th 2006 at 12:20pm
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Posted 2006-01-04 12:20pm
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Orpheus said:
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.
Re: SDK Rendering Posted by wil5on on Wed Jan 4th 2006 at 1:17pm
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Posted 2006-01-04 1:17pm
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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.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher