Zyn Posted October 29, 2005 Report Posted October 29, 2005 I hope DoD_Enemy gets a major layout change if the author makes it for Source, it blows imho. Also, it might be an SDK-update next week, so we can map for DoD:Source with proper FGD and such... Quote
kleinluka Posted October 29, 2005 Report Posted October 29, 2005 dont worry, unreal* retired from mapping. Quote
zpanzer Posted October 30, 2005 Report Posted October 30, 2005 holy cow on a stick that looks hawt!! Any screens with HDR? Quote
insta Posted October 30, 2005 Author Report Posted October 30, 2005 holy cow on a stick that looks hawt!! Any screens with HDR? Sadly not, won't start messing with it until the DoD Source SDK is out. Good news btw, managed to bring the VIS compile time down from 16 hours to a pleasant 1 hour 30 minutes Quote
Zyn Posted October 30, 2005 Report Posted October 30, 2005 Good news btw, managed to bring the VIS compile time down from 16 hours to a pleasant 1 hour 30 minutes Quote
ginsengavenger Posted October 30, 2005 Report Posted October 30, 2005 so it takes a server farm of 32 machines 40 minutes to compile Lost Coast with all the HDR shiznitz and such. http://arstechnica.com/articles/culture/lostcoast.ars/4 our compile times are about to take a jump Quote
KoKo5oVaR Posted October 30, 2005 Report Posted October 30, 2005 it will be forgotten really quick then Quote
insta Posted October 30, 2005 Author Report Posted October 30, 2005 so it takes a server farm of 32 machines 40 minutes to compile Lost Coast with all the HDR shiznitz and such. http://arstechnica.com/articles/culture/lostcoast.ars/4 our compile times are about to take a jump I hope someone releases some compile tools which will allow us to use several computers at the same time. Anybody know if someone is working on something like this? I've seen that Zoners tools are still active, but so far no radical changes to the standard tools. Quote
ginsengavenger Posted October 30, 2005 Report Posted October 30, 2005 When the SDK was initially released I seem to recall reading about distributed compiling being supported by Valve's tools. I haven't looked into it or tried setting it up but I believe the functionality is there already (clearly Valve is already using it ). Quote
insta Posted October 30, 2005 Author Report Posted October 30, 2005 Yeah, it's called VMPI. Batch compiler has support for it, but the compile program itself isn't available. Valve couldn't release it because of some copyright-issues, so they released part of the sourcecode instead. Someone will have to piece it together, if possible. Quote
PS_Mouse Posted October 31, 2005 Report Posted October 31, 2005 Building levels to support this new HDR technology was a lot of work. Skyboxes (the extremely large 3D shapes, texture-mapped on the inside, that simulate the sky when in an outdoor level) had to be hand-painted in both normal and HDR-enhanced modes, as well as HDR versions of the standard Source engine cube maps (cube maps are special texture maps, six per object in the shape of a cube, that can be used to accurately simulate reflection on a shiny object). The biggest difficulty Valve found in creating these images was the lack of an HDR-equipped Photoshop. Even the most recent version, CS2, does not support HDR technology. Instead, Photoshop had to be used in conjunction with a third-party image editor called HDR Shop. This was the single biggest gripe that Valve engineers and artists had in the development of HDR content. As Gabe said, 3D video cards already support this in hardware, so why hasn't Adobe gotten around to supporting it in software? /me cries Quote
Tisky Posted November 1, 2005 Report Posted November 1, 2005 Really nice map, looks like a brother of anzio , which i love. Quote
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