Bump Maps in HL!

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.
 
PriNcE oF SpAcE said:
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.
 
PriNcE oF SpAcE said:
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.
 
sinkoman said:
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.
 
Real time lighting and bump mapping has been done in hl1 before. Aswell as Quake 1 which hl is built from.

Pi Mu Rho said:
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.
 
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.
 
Kyo said:
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.
 
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.
 
Pfft detail textures ftw! and I do believe detail textures have been done in hl1 too.
 
Gunner said:
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.
 
I remember seeing bumpmapping in a HL map at the VERC a while ago.
 
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