de_nuke porn

Discussion in 'Tutorials & Resources' started by sevin, Feb 23, 2016.

  1. sevin

    aa sevin

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    I normally wouldn't do this, but this map is seriously the best example of clean detailing I have ever seen in Source. The ambient blue lighting, textures, models and soundscapes all cooperate to create a really immersive scene at a nuclear power plant.

    For you folks without CS:GO, here's some pics of the place. I bought this game a couple of years ago for the sole purpose of walking around the maps. It's worth it.

    Some stuff to highlight:

    The textures are brilliant, even the vents look sick as shit.

    [​IMG]

    [​IMG]

    There is so much ductwork, braces, and piping in the ceiling that it's like a little maze by itself.

    [​IMG]

    [​IMG]

    [​IMG]
     
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  2. SC PL

    aa SC PL local shitposter

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    Give me all textures and models. I also want these models, because that map is awesome

    I'm still waiting

    And I'm still waiting
     
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    Last edited: Jun 28, 2016
  3. ades

    ades L4: Comfortable Member

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    I hesitated to click on this at first
     
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  4. puxorb

    aa puxorb L69: Emoticon

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    That is some A+ level design.
     
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  5. Ynders

    aa Ynders absolutely gormful

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    Don't forget the big nuclear generator thing at B labeled "B1"
     
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  6. Another Bad Pun

    Server Staff Another Bad Pun punished nerd

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    risky click of the day paid off
     
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    Last edited: Feb 23, 2016
  7. sevin

    aa sevin

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    Risky? You came for porn and porn is what you got.
     
  8. Turnip

    aa Turnip The 80s Vegetable

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    de_nuke so exposed, but so perfect.
    Hard to believe this is on a nearly 20 year old engine...
     
  9. Zed

    aa Zed Certified Most Crunk™

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    I guess you could call this mapcore pornography.
     
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  10. Muddy

    Server Staff Muddy Muddy

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    I've found myself saying this about other types of porn
     
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  11. Pocket

    aa Pocket func_croc

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    So much of it comes down to texture resolution and polycount, which tends to scale elegantly with processing power no matter what engine you're on. And Valve has always put a premium on high polycounts. I remember decompiling some of the BioShock models in the hopes that I could convert them to the Source engine, and being like "...Wait a minute. This 'pillar' is literally just an octagonal prism! I mean, granted, I didn't notice before now, but still!" And that's the same year TF2 came out. I think maybe it comes down to Unreal not supporting LOD models at the time?

    The rest is VRAD just being a really good lighting system. I was actually surprised to learn that other engines were still using deferred lighting in the early 2010s, because they're so much worse at it than Source is. I don't get it. If you're gonna have a ray tracing system that runs at compile, why not invest in making it as accurate as it can possibly be? *shrug*
     
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  12. Vel0city

    aa Vel0city func_fish

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    Basically, Nuke's saying "your move, Frostbite".
     
  13. sevin

    aa sevin

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    Ehhh... I wouldn't go that far. It's just a really good representation of the current practical capabilities of Source. I was playing some new Star Wars game with my cousin a few weeks ago and just the vegetation detail is insane.
     
  14. Pocket

    aa Pocket func_croc

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    Plus you know... Frostbite still also has destructable environments. It was one of the major advertised features when it was new.
     
  15. Vel0city

    aa Vel0city func_fish

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    Remember Half Life 2, the canals section? Yeah it had that large chimney that fell over. So Source did it first.

    /s
     
  16. sevin

    aa sevin

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    Checkmate, athe- uh Frostbite.
     
  17. Pocket

    aa Pocket func_croc

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    That was a prerendered animation though, like the payload explosions. Any engine can do that. I'm talking real-time, Red Faction Guerrilla style, destruct-o-physics.
     
  18. sevin

    aa sevin

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    I think he's joking. There has never been destructibility in Source that isn't setup either through a collection of func_breakable's, or pre-rendered and triggered through I/O as you said. Nothing real-time, independent of the entity type and I/O.
     
  19. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    The red faction physics on that are still many times not too excelent though, many of the debris has no physics there, its only the larger parts. But it does look good enough that many dont notice they did cut alot of corners there to optimize it.

    What red faction should be honored about is that carving spheres into spheres into spheres for about 255 times (hard coded limit on holes they accept by default even though you can increase it) works in real time in the 2 older games. Hammer already has problems doing it a few times by creating messed up brushwork.

    Also: http://css.gamebanana.com/maps/33371
     
  20. Geit

    aa Geit 💜 I probably broke it 💜

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    They've actually sort of backed down on this as a feature, Battlefield 4 went for more prerendered events than Battlefield 3's and BC2s "Everything is destructible" mentality, probably because they realized it doesn't always make for good game play. Don't get me wrong it's still one of the most "destructible" engines, they just don't use it to extremes anymore.

    On the note of Frostbite, these are from Dice's latest Battlefront map, released this week: http://imgur.com/a/dwxV2
    (which features absolutely zero destruction)