View Full Version : Bump Maps in HL!
WhiteZero
11-05-2006, 08:18 AM
Grats to the Paranoia mod team.
http://news.moddb.com/16870/new-graphic-features/
PriNcE oF SpAcE
11-05-2006, 09:31 AM
question is why spend time trying to code that stuff instead of simply taking the leap to the source engine where the tech is standard?
I mean good job...but it's a little too late in the game to really have any impact...unless they share the tech and it can easily be implemented into other HL1 mods....still I recon most will just move onto source.
sinkoman
11-05-2006, 10:20 AM
question is why spend time trying to code that stuff instead of simply taking the leap to the source engine where the tech is standard?
I mean good job...but it's a little too late in the game to really have any impact...unless they share the tech and it can easily be implemented into other HL1 mods....still I recon most will just move onto source.
Because they've spent a ton of time on this on the HL engine, and leaping from that to source takes a TON of effort.
Gunner
11-05-2006, 10:22 AM
question is why spend time trying to code that stuff instead of simply taking the leap to the source engine where the tech is standard?
I mean good job...but it's a little too late in the game to really have any impact...unless they share the tech and it can easily be implemented into other HL1 mods....still I recon most will just move onto source.
The point is, an "amateur" bunch of people are coding a professional mod, it gives them experience and something to brag about. This sort of thing will eventually open up opportunities for them, look at the Desert Combat team for example.
Pi Mu Rho
11-05-2006, 10:24 AM
Because they've spent a ton of time on this on the HL engine, and leaping from that to source takes a TON of effort.
Actually less than you might think.
Kyorisu
11-05-2006, 10:34 AM
Real time lighting and bump mapping has been done in hl1 before. Aswell as Quake 1 which hl is built from.
Actually less than you might think.
http://www.hl-nightwatch.net/
Prime example of a mod that won't be released for quite some time even before they switched to source.
Przemek
11-05-2006, 10:35 AM
I don't see anything wrong with implementing bumpmaps to HL1 engine.
1) maybe the team does not have HL2 (or not all team members)
2) there still are people who own HL1 but not HL2 and would love to see something cool too
3) implementing something that has already been done in another engine is entertaining and you can learn a lot. Maybe one day the guy who did this bumpmapping thingy will work for a company developing a new engine? It would most likely be easier cause he has experience.
Also, it's pretty intersting - implementing such a thing to a game which doesn't have its full source code made public. It's different than coding for Quake engines on GNU licence.
Kyorisu
11-05-2006, 10:43 AM
http://collective.valve-erc.com/index.php?doc=1091469531-97736200
Lags like all hell ofcourse. I'm sure this team have a much faster method.
Pi Mu Rho
11-05-2006, 10:47 AM
Real time lighting and bump mapping has been done in hl1 before. Aswell as Quake 1 which hl is built from.
http://www.hl-nightwatch.net/
Prime example of a mod that won't be released for quite some time even before they switched to source.
Doesn't alter my point - pretty much all your HL assets can easily be converted to Source. The only issue is that you need to take more time upping the graphical quality.
Kyorisu
11-05-2006, 10:50 AM
That's exactly it. There are higher expectations for source mods than hl1 mods. Not to mention hl2 mapping styles are much different to hl1 styles. When it comes to props, lighting and what not.
StardogChampion
11-05-2006, 01:19 PM
If Valve increased the texture resolution allowed, it wouldn't look bad at all.
Kyorisu
11-05-2006, 02:57 PM
Pfft detail textures ftw! and I do believe detail textures have been done in hl1 too.
Lt. Drebin
11-05-2006, 03:28 PM
The point is, an "amateur" bunch of people are coding a professional mod, it gives them experience and something to brag about. This sort of thing will eventually open up opportunities for them, look at the Desert Combat team for example.
Very well put.
Gray Fox
11-05-2006, 04:10 PM
Here is an article on tenebrae , the mod that added bummapping to quake 1 http://www.3dactionplanet.com/features/articles/tenebrae/.
That pretty cool ,has anyone done it for the duke nukem 3d engine.
Screens (http://tenebrae.sourceforge.net/index.php?page=screenshots.txt)
Sainku
11-05-2006, 05:18 PM
I remember seeing bumpmapping in a HL map at the VERC a while ago.
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