1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

parallax mapping in source??

  • rockdude86
  • September 15, 2005 at 2:56 PM
  • rockdude86
    • September 15, 2005 at 2:56 PM
    • #1

    as i was reading some stuff about the lost coast level and it being released at the end of the month along with dod:source i was wondering if they wil make parallax mapping available in the source engine?? im reading that the lost coast level is more than just the hdr lighting but also higher res textures, higher poly characters etc.. so i was wondering maybe they will make parallax mapping available also, does anybody have any info on this?

  • Tequila
    • September 15, 2005 at 2:59 PM
    • #2

    Valve are promoting modular updates to the Source engine, starting with HDR. Leftover code and documentation suggests that at some point parallax mapping will be added.

  • insta
    • September 15, 2005 at 3:14 PM
    • #3

    I'm sure that if parallax mapping was coming with Lost Coast, you would have heard about it.

  • Tequila
    • September 15, 2005 at 3:16 PM
    • #4
    Quote from insta

    I'm sure that if parallax mapping was coming with Lost Coast, you would have heard about it.

    Exactly. A lot of tech sites how fairly comprehensively covered what to expect with the Lost Coast.

  • rockdude86
    • September 15, 2005 at 3:26 PM
    • #5

    well i hope they release it pretty soon id love to make us of it

  • jayrabbit
    • September 15, 2005 at 7:37 PM
    • #6

    I would rather have a better lighting / shadowing system in source.

  • Hipshot
    • September 15, 2005 at 7:45 PM
    • #7

    Valve needs to redo a great deal of the engine to change how the light works, its so oldschool right now. I don't think you will ever see a change in how the rad and light works in this Source version. Maybe the dynamic shadowing for dynamic content could be done better though...

  • PhilipK
    • September 15, 2005 at 8:11 PM
    • #8

    Yeah I don't think they would win too much on using parallax mapping in Source. They don't even use normals very much. To fully make use of parallax mapping it would need more dynamic lighting imo.

  • Section_Ei8ht
    • September 15, 2005 at 8:38 PM
    • #9
    Quote from jayrabbit

    I would rather have a better lighting / shadowing system in source.

    It is the lighting and shadowing system in Source that makes me refuse to work with it.

  • jayrabbit
    • September 15, 2005 at 9:02 PM
    • #10

    Source can do dynamic lighting but it needs too much performance. The dynamic shadow system is even a bigger piece of crap.

    ...but still I think that source is the best available engine for modding. Unreal 2 is getting old and Doom3 is too limited.

  • patriot
    • September 15, 2005 at 11:06 PM
    • #11

    Why not just jump on relief mapping directly? ^__^

  • von*ferret
    • September 19, 2005 at 7:02 PM
    • #12

    I can run any game perfectly, including that FEAR demo on top marks, bf2 top marks, ect. But source runs like shit no my computer. What gives?

  • Hipshot
    • September 19, 2005 at 7:07 PM
    • #13

    I have no problem running any game really... my only problem is that for some reason, Source or atleast CSS, won't let me take screenshots with high AA and fullscreen, then the computer completely locks, never happend with any game before. Works perfect in Q3, Doom III, well, every game. I think source still have some hardware/driver bugs with nV still. Or its nVs drivers that dosen't like Source 100%

    Edit: Added a bit.

  • rockdude86
    • September 19, 2005 at 7:26 PM
    • #14

    i have been having to problem too hipshot, sometimes when i take screenshots of my maps my computer locks up and reboots

  • jayrabbit
    • September 19, 2005 at 8:05 PM
    • #15
    Quote from von*ferret

    I can run any game perfectly, including that FEAR demo on top marks, bf2 top marks, ect. But source runs like shit no my computer. What gives?

    Try to make large outdoor maps in FEAR and you would have super bad performance.

    Or try to make detailed indoor rooms in BF2. I suppose it would look kinda ugly.

    Source is somewhere in the middle. The indoor parts look nice but not great because of the simple lighting / shadow system. On the other hand you can make larger outdoor stuff, but not as large as BF2.

    It's somewhere in the middle, you know what I mean

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™