UGC focus for Source 2.0?

Egan

aa
Feb 14, 2010
1,375
1,720
There was that Source 2.0 powerpoint leak a few weeks ago that reiterated that idea as well.
640bda36.jpg

Which, at the bottom left states:
Redesigned Tools & Workflow
  • Powerful GUI frontend for content authoring
  • Browser for quickly finding, managing, editing assets
  • Simple, automatic compiling of content

And yeah, Booj had us covered the other day about the IAMA :p
 

xzzy

aa
Jan 30, 2010
815
531
If we aren't doing (at the very least) lighting and entity work in-engine, Valve really missed the boat.

Ideally we'd start up an editor version of the game and build the entire map with game quality graphics, dispense with wasting time of trying something, compiling, and going to check how it looks.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
If we aren't doing (at the very least) lighting and entity work in-engine, Valve really missed the boat.

Ideally we'd start up an editor version of the game and build the entire map with game quality graphics, dispense with wasting time of trying something, compiling, and going to check how it looks.
Pretty much every other engine not 10 years old does these so I really wouldn't worry
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
In alpha stages or when I'm not detailing the only reason I want to run around is for like scale and to get a feel, but lighting wise it's not important if it's accurate to me imo
 

xzzy

aa
Jan 30, 2010
815
531
In the later stages it's super important though. The "change build check" cycle is agonizingly slow with Source, especially if you're trying to nail specific lighting effects. Cordones speed it up a bit but it'd be nice to just not have to bother.

The light simulation option in Hammer is comically inaccurate.