BaRRaKID Posted August 7, 2006 Report Posted August 7, 2006 I read on other forums that this is fake, so i'll believe it when i see it on my computer Plus if his computer can hardlly handle it, i wouldnt call this a sucess.
ShaDoW Posted August 7, 2006 Report Posted August 7, 2006 I read on other forums that this is fake, so i'll believe it when i see it on my computer Plus if his computer can hardlly handle it, i wouldnt call this a sucess. Your missing the point Barra, many thought this would be impossible because of the way the radiosity is calculated in Source. This is a huge step forward, and its very cool to see Valve is working on it.
JeanPaul Posted August 7, 2006 Author Report Posted August 7, 2006 I read on other forums that this is fake, so i'll believe it when i see it on my computer Plus if his computer can hardlly handle it, i wouldnt call this a sucess. Because everything works when its first released :roll: And if you read that it was fake at HL2World, then you sir just saw another post of mine.
Sa74n Posted August 7, 2006 Report Posted August 7, 2006 This is a huge step forward, and its very cool to see Valve is working on it. who said that valve is working on it? or did i just miss that part?
ShaDoW Posted August 7, 2006 Report Posted August 7, 2006 This is a huge step forward, and its very cool to see Valve is working on it. who said that valve is working on it? or did i just miss that part? Because the option to enable lighting preview and the whole purple checkerboard viewport was added since last Source SDK update. I believe lighting preview was a viewport option at the first release of the Source SDK but was quickly taken out again because it didn't do anything. I just assumed the folks at Valve in charge of the SDK and Hammer are working on it because of this, but its just the first step. The guy who managed to get it running must have based it on Valve's work. doesn't brazil do realtime radiosity? I'm not sure, I never used brazil or anything before. After google'ing it appears to me its a renderer for modelling apps though. I think the way radiosity is calculated for a game engine and a renderer would be different though, at least in some form.
NormySan Posted August 7, 2006 Report Posted August 7, 2006 Cool, atleast a step on the way. It would be cool to have something like the unreal editor has, that you push a button that renders all the light and when you change something push again and it re-renders that light. I donnu if it would be possible tough since unreal and source handles brushes in a very different way.
Section_Ei8ht Posted August 8, 2006 Report Posted August 8, 2006 or you could just use id tech where things like this are native. :roll:
BaRRaKID Posted August 8, 2006 Report Posted August 8, 2006 I read on other forums that this is fake, so i'll believe it when i see it on my computer Plus if his computer can hardlly handle it, i wouldnt call this a sucess. Your missing the point Barra, many thought this would be impossible because of the way the radiosity is calculated in Source. This is a huge step forward, and its very cool to see Valve is working on it. I tought valve changed the way radiosity is compiled in the last update? that being the reason why map file sizes are smaller And it it renders the lights at 4fps with a computer like that, on a map with just one room and one light, it seems like the only thing it's doing is to "compile" the lights every few seconds. I hope they make this works, but if it means hammer will be slower then what it is now, then forget it.
Zacker Posted August 8, 2006 Report Posted August 8, 2006 It is really about time that Valve get around to implent just some kind of lighting preview in Hammer. It could be done without much hassle by just doing a ultra fast compile with just the things needed for a lightmap and then load this into the 3d window in Hammer.
ShaDoW Posted August 8, 2006 Report Posted August 8, 2006 I tought valve changed the way radiosity is compiled in the last update? that being the reason why map file sizes are smaller Valve can probably improve it and whatnot, but radiosity in general is pretty precise and complicated. Which is probably why its such a struggle to get this running properly.
Ginger Lord Posted August 12, 2006 Report Posted August 12, 2006 I tought valve changed the way radiosity is compiled in the last update? that being the reason why map file sizes are smaller I thought that was because the compiles don't compile collisions for linux and displacements due to some new tech. Which is great if your mod is running the latest code, if its not or your mapping for a mod that hasnt updated its code, physics and ragdolls fall through displacements.
Skjalg Posted August 13, 2006 Report Posted August 13, 2006 I wish they'd just release the sourcecode to the whole thing so that the entire community can start working on something similar... Think of all the possibilities!
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