Updates to source engine?
Andos
Join Date: 2003-10-17 Member: 21742Members
From the FAQ:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What version of Source is NS2 based on?
We're currently working with the Counter-Strike: Source/HL2 Episode 1 source code. We will likely update our code base when VALVe releases new versions.<!--QuoteEnd--></div><!--QuoteEEnd-->
So UW is able to get their hands on the Episode 2 engine? If so, will we see self-shadowing models and dynamic lighting in NS2? <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What version of Source is NS2 based on?
We're currently working with the Counter-Strike: Source/HL2 Episode 1 source code. We will likely update our code base when VALVe releases new versions.<!--QuoteEnd--></div><!--QuoteEEnd-->
So UW is able to get their hands on the Episode 2 engine? If so, will we see self-shadowing models and dynamic lighting in NS2? <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
Comments
The Source SDK will be updated, so that EVERY mod can use the EP2 engine update. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> So yes, I think NS2 will have the EP2 Engine update(self-shadowing models and dynamic lightning etc pp).
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NS2 is not a mod though; dont engine licensee's have access to engine updates earlier than the MOD community?
From the FAQ:
So UW is able to get their hands on the Episode 2 engine? If so, will we see self-shadowing models and dynamic lighting in NS2? <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
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They don't even seem to use normal maps and/or specular maps for props; I think they're aiming for fairly low end graphics requirements.
They don't even seem to use normal maps and/or specular maps for props; I think they're aiming for fairly low end graphics requirements.
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That prop most likely has a specular map (the video just didn't show the creation since it's normally boring) and nothing that small conceivably needs a normal map when there are no details for it to highlight.
That prop most likely has a specular map (the video just didn't show the creation since it's normally boring) and nothing that small conceivably needs a normal map when there are no details for it to highlight.
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I would go as far as to say that most of the work he spent on that prop would have gone into a normal map if one was used.
They don't even seem to use normal maps and/or specular maps for props; I think they're aiming for fairly low end graphics requirements.
I would go as far as to say that most of the work he spent on that prop would have gone into a normal map if one was used.
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It has a specular map, I just didn't record that part of the process because you can't see the effect without seeing the prop in-game. And if it <i>needed </i>a normal map, I would have made one.
All of our level textures are normal/spec mapped, and any prop that needs it is as well. Normal mapping every single prop without justification would be a gross waste of resources, and it is for that reason that you don't even see <i>Valve</i> doing it.
Btw. Is it just normal maps on the floors/ceilings or do I see paralax maps in the test lab? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />