<!--quoteo(post=1659329:date=Nov 4 2007, 06:56 PM:name=NEX9)--><div class='quotetop'>QUOTE(NEX9 @ Nov 4 2007, 06:56 PM) <a href="index.php?act=findpost&pid=1659329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->oh and puzl "pretexa" is acctuly a cool name for it<!--QuoteEnd--></div><!--QuoteEEnd-->
How about "Pretexta," like seeing your textures with this tool is a pretext to how they'll look in-game?
<!--quoteo(post=1659496:date=Nov 6 2007, 03:42 AM:name=Meto)--><div class='quotetop'>QUOTE(Meto @ Nov 6 2007, 03:42 AM) <a href="index.php?act=findpost&pid=1659496"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Didn't Valve start by making WorldCraft for Quake, then they supported Quake 2 and at some point decide to go and make their own game, Half-Life?
Maybe I'm wrong but if I'm right then you may be following a proven path. Sell your tools and make your game <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I believe a third party made Worldcraft for Quake 1 and then added Quake 2 support, at which point Valve bought it and distributed it with Half-Life. It's actually very much the same as it was when it supported Quake.
<!--quoteo(post=1659509:date=Nov 6 2007, 05:45 AM:name=BreadMan)--><div class='quotetop'>QUOTE(BreadMan @ Nov 6 2007, 05:45 AM) <a href="index.php?act=findpost&pid=1659509"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about "Pretexta," like seeing your textures with this tool is a pretext to how they'll look in-game?<!--QuoteEnd--></div><!--QuoteEEnd-->
What's wrong Texture Preview Tool ? Does exactly what it says on the tin.
<!--quoteo(post=1659674:date=Nov 7 2007, 05:55 AM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Nov 7 2007, 05:55 AM) <a href="index.php?act=findpost&pid=1659674"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's wrong Texture Preview Tool ? Does exactly what it says on the tin.<!--QuoteEnd--></div><!--QuoteEEnd-->
But... it's not hip and cool! It doesn't drop a bunch of syllables down a hole, leaving intelligibility far behind! It's not Web 2.0!
If this isn't a tool you are willing to release for the mappers, do you think it's possible someone could take the hl2 sdk and make a mod that accomplishes the same thing your texture tool does or does it require serious access to source code?
If this isn't a tool you are willing to release for the mappers, do you think it's possible someone could take the hl2 sdk and make a mod that accomplishes the same thing your texture tool does or does it require serious access to source code?
Yar<!--QuoteEnd--></div><!--QuoteEEnd-->
I wouldn't say this is a tool for mappers so much as it's a tool for texturers. In any case it's running off his engine, not the Source engine, so you can't do it with the HL2 SDK unless there's some completely different way of doing the same thing, with or without the SDK.
Ive found though my time doing 3d models that Phong really is only good to make things look really plastic looking. It would probably be good for the infestation but not for metal surfaces etc. Is HL2 capable of doing Blinn?
<!--quoteo(post=1659938:date=Nov 8 2007, 03:10 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Nov 8 2007, 03:10 PM) <a href="index.php?act=findpost&pid=1659938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't say this is a tool for mappers so much as it's a tool for texturers. In any case it's running off his engine, not the Source engine, so you can't do it with the HL2 SDK unless there's some completely different way of doing the same thing, with or without the SDK.<!--QuoteEnd--></div><!--QuoteEEnd-->
I meant it as released with the NS2 mapping release, I was a bit brief there. I understand he uses his own engine, but he's said that he usually uses his own engine because he developed it for rapid prototyping... so if this is something possible with HL2 (since he would probably have a better handle on it then anyone else) I'd like to know. I'd like to take a shot at making a tool like that, but if Max suggests you need more access then is allowed with the SDK, then I might not.
<!--quoteo(post=1659963:date=Nov 8 2007, 03:15 PM:name=crode)--><div class='quotetop'>QUOTE(crode @ Nov 8 2007, 03:15 PM) <a href="index.php?act=findpost&pid=1659963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ive found though my time doing 3d models that Phong really is only good to make things look really plastic looking. It would probably be good for the infestation but not for metal surfaces etc. Is HL2 capable of doing Blinn?<!--QuoteEnd--></div><!--QuoteEEnd--> I'm pretty sure the "Phong" in Source is actually Blinn-Phong. Most games use Blinn-Phong because it's cheaper to compute.
<!--quoteo(post=1659963:date=Nov 8 2007, 05:15 PM:name=crode)--><div class='quotetop'>QUOTE(crode @ Nov 8 2007, 05:15 PM) <a href="index.php?act=findpost&pid=1659963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ive found though my time doing 3d models that Phong really is only good to make things look really plastic looking. It would probably be good for the infestation but not for metal surfaces etc. Is HL2 capable of doing Blinn?<!--QuoteEnd--></div><!--QuoteEEnd-->
You're thinking classic Phong, which is not the implementation that the Source engine uses, I believe. They're very different; right now, for example, Source's Phong lighting model just applies to characters, which of course aren't plastic.
Tycho, I'm convinced that your sole purpose is to shatter my love of games and smash my dreams. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
<!--quoteo(post=1660111:date=Nov 9 2007, 11:38 PM:name=digz)--><div class='quotetop'>QUOTE(digz @ Nov 9 2007, 11:38 PM) <a href="index.php?act=findpost&pid=1660111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tycho, I'm convinced that your sole purpose is to shatter my love of games and smash my dreams. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Eh? One Phong's not better or worse than another. In fact, whatever the heck Source thinks it's doing, I certainly like it more than another way to simulate plastic toys, which is what Phong is traditionally good for.
Comments
How about "Pretexta," like seeing your textures with this tool is a pretext to how they'll look in-game?
Maybe I'm wrong but if I'm right then you may be following a proven path. Sell your tools and make your game <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I believe a third party made Worldcraft for Quake 1 and then added Quake 2 support, at which point Valve bought it and distributed it with Half-Life. It's actually very much the same as it was when it supported Quake.
<!--quoteo(post=1659509:date=Nov 6 2007, 05:45 AM:name=BreadMan)--><div class='quotetop'>QUOTE(BreadMan @ Nov 6 2007, 05:45 AM) <a href="index.php?act=findpost&pid=1659509"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about "Pretexta," like seeing your textures with this tool is a pretext to how they'll look in-game?<!--QuoteEnd--></div><!--QuoteEEnd-->
What's wrong Texture Preview Tool ? Does exactly what it says on the tin.
But... it's not hip and cool! It doesn't drop a bunch of syllables down a hole, leaving intelligibility far behind! It's not Web 2.0!
What other tools are on the horizon?
If this isn't a tool you are willing to release for the mappers, do you think it's possible someone could take the hl2 sdk and make a mod that accomplishes the same thing your texture tool does or does it require serious access to source code?
Yar
What other tools are on the horizon?
If this isn't a tool you are willing to release for the mappers, do you think it's possible someone could take the hl2 sdk and make a mod that accomplishes the same thing your texture tool does or does it require serious access to source code?
Yar<!--QuoteEnd--></div><!--QuoteEEnd-->
I wouldn't say this is a tool for mappers so much as it's a tool for texturers. In any case it's running off his engine, not the Source engine, so you can't do it with the HL2 SDK unless there's some completely different way of doing the same thing, with or without the SDK.
I meant it as released with the NS2 mapping release, I was a bit brief there. I understand he uses his own engine, but he's said that he usually uses his own engine because he developed it for rapid prototyping... so if this is something possible with HL2 (since he would probably have a better handle on it then anyone else) I'd like to know. I'd like to take a shot at making a tool like that, but if Max suggests you need more access then is allowed with the SDK, then I might not.
I'm pretty sure the "Phong" in Source is actually Blinn-Phong. Most games use Blinn-Phong because it's cheaper to compute.
You're thinking classic Phong, which is not the implementation that the Source engine uses, I believe. They're very different; right now, for example, Source's Phong lighting model just applies to characters, which of course aren't plastic.
Eh? One Phong's not better or worse than another. In fact, whatever the heck Source thinks it's doing, I certainly like it more than another way to simulate plastic toys, which is what Phong is traditionally good for.