HL2 sdk update tomorrow morning
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Who uses Vgui model browser anyway.
All it ever does is crash and mess up. -
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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 ifOIf you're using the orangebox version did you use -nop4 ?
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You should put in the the studiomdl's shortcut properties.
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Is there an eta for all the fixes?
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everyone should just move over to unreal
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Unreal doesnt have radiosity. HA !
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bah - who needs ue3 when i can map, texture and model source with only editor and commandline at hand?
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if only unreal was more realistic, but i guess it stays true to its namesake
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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

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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+.
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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?
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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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