Since 2004 I've taught myself, and others, in just about every discipline the Source engine offers.
I heard that they are considering releasing the tools. The first game had mods, so why not this one?
Quake works on Linux too. Doesn't make any difference to Source.
All other elements of Faceposer work fine, and of course one day auto lip synch will be fixed. I've not had any problems with cubemaps on W7.
I'm so disappointed that the video narrator didn't pronounce the "AaaaaAAaaaAAAaaAAAAaAAAAA!!!" :P
I can't quite believe how much fun that looks like. I hear "lowgrav" and immediately the shutters start to come down, but you've completely smashed through them. :)
No idea, sorry. There's no harm in trying though - comment back if it works.
Does it work with Steam?
Fantastic video. Congratulations everyone! :D
This is from 2004...hardly representative of where Source is today.
I never understood why Valve disabled it in the first place.
I hadn't considered 512x512 props at all, that's a very wise move. To light them properly run VRAD with -staticproplighting, but that would create four or even eight (!) lighting samples for each flower. Not sure what impact that would have.
The best solution is probably to use your own build of VBSP with the detail lump's size limit increased or removed. That does mean contending with their fadeout distance though...one way or another, having millions of buttercups is going to be painful. :-P
Detail props would shadow correctly, and render faster to boot...
The sand is way too clean to be next to a river. It only gets that clean when there's a tide to wash everything away. With that taken care of and nicer detail props, this scene will rock. :)
The trees make this really work. You should work natural elements into all areas, the other interior shots in this batch are boring without them.
I found everything I needed before getting the crowbar. Wandering around knowing what needed doing but without having any way to interact with the world was very frustrating.
Doesn't this mean that all the instances will have identical lighting?
Perforce. No faffing around with the command line here!
Americans are poor and Irish. Thus, no hats.
I agree that the soundscapes need work. There shouldn't be whistling wind inside buildings, and where is the metal scrabbling in the first section meant to be coming from? Everything I could see was made of concrete and plaster. :)
"Too complex for consoles". Four words that make my heart swell. Assuming the news is true, /thank you/ Eidos.
It's not UE3. It's the same tech that was behind Tomb Raider: Legend.
It looks like a bunch of boxes with bump mapping to me. :-/
How many gamers committed enough to own 4GB of RAM don't have Steam installed? The survey isn't optional any more.
4GB of RAM? That's 89% of gamers out of the frame right there. Store.steampowered.com
Get an admin to turn this profile into a game then, so people know. :-)
Hang on. What was even the point of this poll? Our location is detected from our IPs and posted in our profiles - the site could have automatically generated totally accurate results within ten minutes.
I don't see an option for "well-structured and signposted text".
If you're creating a lot of displacements, Nem's Terrain Generator is a better option than Hammer. Nemesis.thewavelength.net
The fact remains that Source lag compensates and Unreal does not.
I don't really understand your second and third paragraphs.