Updates to source engine?

AndosAndos 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" />

Comments

  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    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).
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--quoteo(post=1630928:date=Jun 3 2007, 10:28 AM:name=Maxunit)--><div class='quotetop'>QUOTE(Maxunit @ Jun 3 2007, 10:28 AM) [snapback]1630928[/snapback]</div><div class='quotemain'><!--quotec-->
    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).
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    NS2 is not a mod though; dont engine licensee's have access to engine updates earlier than the MOD community?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    yea i remember someone on the team talking about how they have access to the latest builds, but they dont use them. instead they use the last publicly released build because its the most stable, then later they will update.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--quoteo(post=1630921:date=Jun 3 2007, 08:00 AM:name=Andos)--><div class='quotetop'>QUOTE(Andos @ Jun 3 2007, 08:00 AM) [snapback]1630921[/snapback]</div><div class='quotemain'><!--quotec-->
    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" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1630980:date=Jun 3 2007, 10:50 AM:name=Soylent_green)--><div class='quotetop'>QUOTE(Soylent_green @ Jun 3 2007, 10:50 AM) [snapback]1630980[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--quoteo(post=1630985:date=Jun 3 2007, 01:59 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Jun 3 2007, 01:59 PM) [snapback]1630985[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • ArchfiendchrisArchfiendchris Join Date: 2007-05-26 Member: 61016Members, Constellation
    i will be happy when ns gets on source engine, UPDATES for ns, new graphics, better look! SCORE!
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited June 2007
    <!--quoteo(post=1630996:date=Jun 4 2007, 05:19 AM:name=Soylent_green)--><div class='quotetop'>QUOTE(Soylent_green @ Jun 4 2007, 05:19 AM) [snapback]1630996[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    For an example of normal maps you can see the dynamic infestation video; that's not Source but it's what they want the game to look like.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    I thought it was Source O_o
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
  • ArchfiendchrisArchfiendchris Join Date: 2007-05-26 Member: 61016Members, Constellation
    didn't look like source, but i don't mind, i love the concept, that is what counts!
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited June 2007
    The dynamic infestation video isn't Source, it's our own internal test engine that loads HL2 maps and assets. The level there is a BSP and the textures are VTFs and all of the lighting is based off of the light maps generated by vrad, so the same normal mapping can be achieved in Source with a new shader.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    It looks awesome though <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    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" />
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