Added: 4 years ago
From: SixKillerLV
Views: 2,568
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  • To bad source cant handle dynamic shadows + light very well, its horrible at it actually, rather a shame too. Though it looks like portal two has (actual) engine changes for once.

  • actually the realtime lighting was implemented in 2007. sooo

  • Good luck getting that kind of dynamic lighting in a map, though. What a piece of shit. I had to rewrite part of the lighting code just to get it working with my mod.

  • you mean shadow/env_projectedtexture code. ;)

    you cannot alter lighting with the mod sdk

  • Nope. It's actually been rewritten so that shadows cast realistically as light sources move.

  • You can add more shadows, increase color/size. That's just about it. You cannot add a whole new lighting engine to the game. You would need to have the License and FULL source code. You can't do this with a shader either since you can't compile shaders for EP2 engine just yet. ;)

  • Uh huh. And where exactly did I say I wrote an entirely new lighting system?

    Oh right, nowhere.

  • you said lighting code. env_projectedtexture isn't lighting code. So I assumed it.

    :P

    chillax

  • I will not chillax. YouTube comments are serious business.

  • Haha. true xD youtoob is lame.

  • About the parallax maping valve disabled it

    BUT someone has remade it on ep1's engine its somewhere on hl2world's fourms

  • I just read it was enabled, but they dissabled it for unknown reason

  • I don't know but it has it. You can make paralax textures by puting:

    "LightmappedGeneric"

    { "$basetexture""walls/brickwall­" "$surfaceprop""brick" "$bumpmap""walls/brickwall_nor­mal" "$parallaxmap""walls/brickwall­_height" "$parallaxmapscale"0.05

    }

    on the .vmr

  • Everyone talking about Crysis etc etc... This engine is from 2004!!!

  • You right. Just try CS:Source map de_wanda and you can seen what amazing things pro can create with 2004year engine.

  • @Paumonsu actually this is running the source engine 2007.

  • @Paumonsu only flashlight etc (projected texture) lights cast shadows like this

    your bog standard sunlight shadows overlap each other etc

  • Source haves parallax mapping.

  • 3kliksphilip, shut up, you fagot.

    WTF is Crysis? The engine is called CryEngine 2, and you must know shit about modding if you didn't understand the simple statment of these three engines being VERY MODABLE and USER FRIENDLY.

    Most of this comes from the good and open relations between the developers(and their tools) and the modding community...

    Epic Games is even hosting a 1 million $ contest for modders, but Valve's games are the most modded by far. CryTek is very supporting as well.

  • Crysis, Cod4, and all the other game engines use this exact technique, but everywhere.

    It's depthmapping

  • Cryengine, Source Engine and Unreal Engine 3 are the most modable and greatest engines to date.

  • Arkaha youre so right about this

  • @Arkaha Yeah, I've mapped for all of them. Cryengine was fun, but IMO, it was to complex of a system. I mean it's an "engine" editor, not a map editor. Unreal Engine was fun, but it felt a little to easy to make maps. Source engine felt right at home.

  • Cryengine, Source Engine and Unreal Engine 3 are the most modable and greatest engines to date.

  • so the shadows were updated, good but not for my pc

  • woow that`s impressive. but when does it come out? or is it a mod?

  • Its not mod it is Half-Life2 episode two.

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