Big Hl2 News That Should Make All Modders Happy!
DOOManiac
Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
in Off-Topic
<div class="IPBDescription">Found in an interview..</div>First off, killing 2 birds with one stone:
There's 2 new HL2 Interviews, <a href='http://www.sharkyextreme.com/features/idtrInterviews/article.php/10710_2221941__1' target='_blank'>one on Sharky Extreme</a> and <a href='http://www.trepid.net/interviews/2003-06-13-gabenewell.shtml' target='_blank'>one on Trepid</a>. The one on Sharky is good, but is pretty much a rehash of what we already know. The trepid interview, however, contains some very very cool revelations near the bottom of the page...
Here's a snipplet of the most important stuff:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Will it be possible for levels designed in the current Valve Hammer Editor to be converted into Half-Life 2 levels?</b>
It should be pretty simple. We have taken a lot of existing content and made sure it migrates easily to Source.
<b>In terms of editing, will Half-life 2 use .wads for the implication of textures?</b>
No. In Half-Life 2, we use a file system stored inside a ZIP file. You can embed these ZIP files directly into BSPs if you want to.
<b>As far as textures go, will the limit on their resolution still be 256x256, or is it something larger?</b>
We support 2K by 2K.
<b>Could you inform us of what the maximum "acceptable" polygons is for both levels and models?</b>
That's really an art and design issue more than a technical issue.
<b>Will Half-Life 2's multiplayer be operated from the newly adopted Steam software? </b>
Half-Life 2 will be available via Steam.
<b>Will the multiplayer side of things still be under a thirty-two player limit? </b>
That's really a design decision at this point more than a technical limitation.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
w00t! Big news indeed. I can't wait to get workin on the new stuff :D
There's 2 new HL2 Interviews, <a href='http://www.sharkyextreme.com/features/idtrInterviews/article.php/10710_2221941__1' target='_blank'>one on Sharky Extreme</a> and <a href='http://www.trepid.net/interviews/2003-06-13-gabenewell.shtml' target='_blank'>one on Trepid</a>. The one on Sharky is good, but is pretty much a rehash of what we already know. The trepid interview, however, contains some very very cool revelations near the bottom of the page...
Here's a snipplet of the most important stuff:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Will it be possible for levels designed in the current Valve Hammer Editor to be converted into Half-Life 2 levels?</b>
It should be pretty simple. We have taken a lot of existing content and made sure it migrates easily to Source.
<b>In terms of editing, will Half-life 2 use .wads for the implication of textures?</b>
No. In Half-Life 2, we use a file system stored inside a ZIP file. You can embed these ZIP files directly into BSPs if you want to.
<b>As far as textures go, will the limit on their resolution still be 256x256, or is it something larger?</b>
We support 2K by 2K.
<b>Could you inform us of what the maximum "acceptable" polygons is for both levels and models?</b>
That's really an art and design issue more than a technical issue.
<b>Will Half-Life 2's multiplayer be operated from the newly adopted Steam software? </b>
Half-Life 2 will be available via Steam.
<b>Will the multiplayer side of things still be under a thirty-two player limit? </b>
That's really a design decision at this point more than a technical limitation.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
w00t! Big news indeed. I can't wait to get workin on the new stuff :D
Comments
Thanks broom
It's like when they make a movie. And it's finished. And they release it weeks later just to gain publicity. By the time it comes out, everyone knows about it and wants to see it. I wonder if the first movie also did that. Pret-tee clever. I wonder if HL2 is already made?!
(Woohoo, my 50th post. Even though i've read these boards 4ever, always to lazy to register til one day...)
Like what, 1.1?
P.S. Yay! My 800th post!x
this makes me want HL2 even more...
<Opens Photoshop>
NO its NOT for high res porn...
yes it is
and, on topic, whee, this means our favorite maps from HL go straight to HL2. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Um... Why wouldn't it blow us away from a technical standpoint? Besides DOOM III's graphics, which are a little better (even Valve admitted so at E3), nothing is even on the horizon that will touch HL2's tech. They don't have anything to worry about. :P
Um... Why wouldn't it blow us away from a technical standpoint? Besides DOOM III's graphics, which are a little better (even Valve admitted so at E3), nothing is even on the horizon that will touch HL2's tech. They don't have anything to worry about. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
DX2: IW uses a very similar physics engine (I believe both use variations of the Havok engine), although it's been delayed until October; the system requirements are relatively insane, however, so I doubt DX2 is going to top HL2. I'm still looking forward to them both.
<a href='http://www.ghostopsmod.com/weapons.html' target='_blank'>http://www.ghostopsmod.com/weapons.html</a>
^Those were made in milkshape.
If anything, the hard part would be just for compiling rather than upping a program to support more pollies.