UGC focus for Source 2.0?

Discussion in 'Mapping Questions & Discussion' started by mint onion, Mar 6, 2014.

  1. mint onion

    mint onion L3: Member

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  2. Egan

    aa Egan

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    There was that Source 2.0 powerpoint leak a few weeks ago that reiterated that idea as well.
    [​IMG]
    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
     
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  3. xzzy

    aa xzzy

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    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.
     
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    all I'm hoping is that stuff will be easy to port from source 1 to 2 and that we'll be able to make mods out of the box

    I mean, it's probably still using mdls, will have to see about the other stuff
     
  5. Trotim

    aa Trotim

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    Pretty much every other engine not 10 years old does these so I really wouldn't worry
     
  6. xzzy

    aa xzzy

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    Yeah, but.. Valve.

    Basically I'll believe it when I see it.
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Game quality graphics in the editor depends on if they are keeping baked radiosity lighting... you aren't doing that realtime.
     
  8. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    well you could always use a different lighting engine in the editor but that kinda defeats the purpose of the preview doesn't it? could be close enough tho
     
  9. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Could do it UDK, where they do a really fast approximation on things that have changed till you bake lighting.
     
  10. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    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
     
  11. xzzy

    aa xzzy

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    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.