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HL2 sdk update tomorrow morning

  • Zeta
  • November 7, 2007 at 4:00 AM
  • Pingu_swe
    • November 12, 2007 at 11:50 PM
    • #141
    Quote from Gorion

    qft

    rly stupid model browser crashing everytime

    There is a way to go around it:

    1.On the Main Menu Bar go to Tools>Options

    2.Click the "General" Tab

    3.Uncheck "Use VGUI Model Browser"

  • Gorion
    • November 13, 2007 at 10:09 AM
    • #142
    Quote from Pingu_swe

    qft

    rly stupid model browser crashing everytime

    There is a way to go around it:

    1.On the Main Menu Bar go to Tools>Options

    2.Click the "General" Tab

    3.Uncheck "Use VGUI Model Browser"

    yas i just found out yesterday + it works when mapping for tf2, portal and e2

  • ifO
    • November 13, 2007 at 1:35 PM
    • #143
    Quote from Pingu_swe

    There is a way to go around it:

    1.On the Main Menu Bar go to Tools>Options

    2.Click the "General" Tab

    3.Uncheck "Use VGUI Model Browser"

    THANK YOU THANK YOU. That was pissing me off no end!

  • dux
    • November 13, 2007 at 2:00 PM
    • #144

    Who uses Vgui model browser anyway. All it ever does is crash and mess up.

  • Erratic
    • November 13, 2007 at 2:28 PM
    • #145
    Quote from dux

    Who uses Vgui model browser anyway. All it ever does is crash and mess up.

    Amazingly, it seems to work better now than before. Though the standard folder browser is still faster than it

  • Felix
    • November 27, 2007 at 11:50 PM
    • #146

    I havent touched anything since the release. I thought i can just put stuff in the right folder, drag the .qc into the studiomdl.exe in the orangebox bin and compile. but its giving me the -nop4 error, where do i put the "-nop4" ??

    Quote from ifO

    If you're using the orangebox version did you use -nop4 ?

  • skdr
    • November 28, 2007 at 12:03 PM
    • #147

    You should put in the the studiomdl's shortcut properties.

  • dux
    • November 28, 2007 at 12:06 PM
    • #148

    Is there an eta for all the fixes?

  • Minos
    • November 28, 2007 at 2:50 PM
    • #149
    Quote from dux

    Is there an eta for all the fixes?

    When they are done.

  • Rick_D
    • November 28, 2007 at 3:38 PM
    • #150

    everyone should just move over to unreal

  • static07
    • November 28, 2007 at 3:46 PM
    • #151
    Quote from Rick_D

    everyone should just move over to unreal

    agree, I can barely work with the unreal engine 3 but I must agree. Having fooled around a bit with I must agree UE3 > Source on pretty every aspect.

  • Felix
    • November 28, 2007 at 5:12 PM
    • #152

    Unreal doesnt have radiosity. HA !

  • e-freak
    • November 28, 2007 at 7:33 PM
    • #153

    bah - who needs ue3 when i can map, texture and model source with only editor and commandline at hand?

  • Sentura
    • November 28, 2007 at 7:47 PM
    • #154

    if only unreal was more realistic, but i guess it stays true to its namesake

  • static07
    • November 28, 2007 at 9:39 PM
    • #155
    Quote from Sentura

    if only unreal was more realistic, but i guess it stays true to its namesake

    you make a map as realistic as you want, whatever the engine

  • Felix
    • November 28, 2007 at 10:08 PM
    • #156

    I've been trying to compile for ep1, and it wont work ! My question is: from which folder do i drag the .qc to the studiomdl.exe in the sourcesdk/ep1/bin

    edit: whoohooot !!

    a. i got studiocompiler working again for hl2

    b. i compiled a model again ! hahah ! valve !! youll never catch me alive !! *compiles* *compiles* *compiles*

    i think im going to make a poo out of shear joy

  • Sentura
    • November 28, 2007 at 11:28 PM
    • #157
    Quote from static07

    you make a map as realistic as you want, whatever the engine

    perhaps, but only so within the engine's limits. i've played through a few unreal 3.0 and while the engine is all fine and dandy, has neat graphics and everything; it seriously lacks proper character facial animation, and it seems every male humanoid model is destined to be a short fat one, while the females on the other hand are all either femme fatales or have a superior body in another way. it's all put to the extremes, there's no middle ground.

    i dont know about you, but this seriously puts me off the engine.

    another thing is that what i mentioned before: unreal is unreal. the graphics are unreal, as in, they are not realistic and honestly i dont think epic was ever aiming for realism in their engine. personally i think i'd be more attached to it if it was even possible to show proper realism, but as it is now every game i've seen has had a much more artistic than realistic point of view; much opposed to source.

    as i said before though, i dont have a problem with the engine, it's just that it works on a different channel that i am on. at the end of the day, it's just the final product that matters and not the engine, but i have yet to see a shift towards realism in games made in unreal 3.0+.

  • -HP-
    • November 28, 2007 at 11:54 PM
    • #158
    Quote from Rick_D

    everyone should just move over to unreal

    QFFT

  • Algor
    • November 29, 2007 at 12:58 AM
    • #159
    Quote from Sentura

    you make a map as realistic as you want, whatever the engine

    perhaps, but only so within the engine's limits. i've played through a few unreal 3.0 and while the engine is all fine and dandy, has neat graphics and everything; it seriously lacks proper character facial animation, and it seems every male humanoid model is destined to be a short fat one, while the females on the other hand are all either femme fatales or have a superior body in another way. it's all put to the extremes, there's no middle ground.

    i dont know about you, but this seriously puts me off the engine.

    another thing is that what i mentioned before: unreal is unreal. the graphics are unreal, as in, they are not realistic and honestly i dont think epic was ever aiming for realism in their engine. personally i think i'd be more attached to it if it was even possible to show proper realism, but as it is now every game i've seen has had a much more artistic than realistic point of view; much opposed to source.

    as i said before though, i dont have a problem with the engine, it's just that it works on a different channel that i am on. at the end of the day, it's just the final product that matters and not the engine, but i have yet to see a shift towards realism in games made in unreal 3.0+.

    An engine is just a set of technical features that allow you to use more advanced art. At the end of the day, if you make shitty art, you are going to have shitty art no matter what engine it's on. An engine doesn't limit you to a certain visual style or have art constraints. What are the "few unreal 3.0"'s you have messed around with?

  • Sentura
    • November 29, 2007 at 1:48 AM
    • #160

    i know what an engine is, algor. what i am saying is that games i have played on the unreal 3.0 engine have all had a very artistic visual style, not a realistic visual style. look at the difference between source games and unreal 3.0 games:

    bioshock:

    [Blocked Image: http://pcmedia.gamespy.com/pc/image/article/730/730605/bioshock-20060905035121717.jpg]

    unreal tournament 3:

    [Blocked Image: http://www.cyber-knowledge.net/blog/images/ut3/thumb/Unreal%20Tournament%20-%20UT3%20-%20UT07%20-%203.jpg]

    [Blocked Image: http://www.killzoneunit.com/kz/wp-content/uploads/2007/04/ut3_big.jpg]

    half life 2:

    [Blocked Image: http://projects.ict.usc.edu/bc2006/CharacterPics/HL2/alyx_full.jpg]

    [Blocked Image: http://algorythm.co.uk/pics/d1_canals_090000.jpg]

    [Blocked Image: http://download.hwtesztek.hu/alvin/cikkek/gb7800gt/hl2/2_.jpg]

    sure each game has an art theme, but only within the confines of the engine. looking at the pictures above i am sure you can tell the difference between the source and unreal engine; and in that, also see the difference between a realistic and artistic game. my personal guess is that there is no way of getting a realistic atmosphere (such as that in source games) within the confines of the unreal 3.0 engine. i would very much like to see a studio try it though, since i'd like to believe that it is possible. if you can point out a game that displays realism in unreal 3.0, then be my guest.

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