half life 2 sdk(source) future

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danydrunk

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Ok, first of all i have to say I dont know much about game modding. I do know about general 3d though, (modeling, texturing, rigging etc).

Recently I have been planning to learn a game editor, but I have not decided on which to between the unreal one and Hl2.

My main concern with Hl2 is that valve is not going to keep updating the engine frequently.

So what I want to know is, does anyone know if valve is now dedicated to be updating their engine? what i mean is, epic has a very solid engine (to my understanding) and they have already announced the unreal engine 3 wich looks awesome. so it seems that whatever you learn with the current unreal engine will help to their next engine. Is this the case with HL2 ?have they said anything about releasing a new engine periodically to compete with epic??

also if anyone have used both engines, do they work on the same principles? or concepts? meaning that if you learn one editor, you will find easy to learn the other one?


I know I didnt explain myself to well, forgive my english, I hope someone can answer my questions.
 
My main concern with Hl2 is that valve is not going to keep updating the engine frequently.
Well, someday they will... right now... I guess you're right.
 
danydrunk said:
My main concern with Hl2 is that valve is not going to keep updating the engine frequently.

Yes they will just look at the GoldSRC(HL1, if I'm not mistaken) engine. VALVe will probably end up using this engine for several years to come, don't worry.
 
Hammer is very much the same as Worldcraft. Well, I only really learned the basics of Worldcraft and they're the same. Some of the more major changes were additions. But of course your talking about engines with a hell of a lot of years between them.

Building a world in both Hammer and UnrealEd are very simmilar. They both involve simple 3D shapes, made more complex through 'carving', 'clipping' and 'vertex manipulation'. They also support models made with a 3rd party program, such as 3D Studio Max, being inserted into the maps. They both also provide a terrain type object to make much more complex looking surfaces within the editing program.

As far as I remember UnrealEd also has 3D skyboxes, but I'm not sure. I know Unreal has ragdol phisics but I dont know what sort of environmental phisics it uses, or how to insert those sorts of objects into a map.

Advantages of UnrealEd
- the editing program can show you how inserting a light affects the map, with Hammer you have to compile and run the map in HL2 to see those sorts of changes
- objects made in a 3rd party program can be resized (all axis can be resized independantly too) in the editor, I dont think it can be done in HL2

Advantages of HL2
- Textures can be given properties, therfore if you give an object
a wood texture it will, sound wooden when it collides with things, show a different decal than a metal texture when shot, etc. There are other properties reflectiveity but I've not really delved deeply into the texture side of either program.
- I consider Unreal player models quite primitive looking compared to HL2, especially with HL2's high quality face's. But I imagine Unreal3 will improve on this.

I remember reading a tutorial on creating player models for Unreal 2k4 and thinking it was waaay more complicated than seemed necessary, but I havn't looked into HL2, so it could be just as bad.

As far as updating the engine, I dont know. Common opinion on these forums are that HL3 will be improved for the newer technology but remain basicly the same. I think thats mostly just wishfull thinking, considering how long it took them to creat HL2 from scratch. Until I hear Valve state either way, I'm not going to speculate.

Also worth thinking about is that Epic have anounced the Unreal 3 engine, not game. Considering they probably make far more money from licensing the engine, its clear that this is what they are probably going to be concentrating with in the future. Whereas, it seems everyone thinks that Half Life is going to be a trillogy, so who knows what Valve's future projects will be. Will they even make another FPS?
 
PickledGecko said:
As far as updating the engine, I dont know. Common opinion on these forums are that HL3 will be improved for the newer technology but remain basicly the same. I think thats mostly just wishfull thinking, considering how long it took them to creat HL2 from scratch. Until I hear Valve state either way, I'm not going to speculate.

Valve has already admitted that their engine is very moddable and can be upgraded over time when newer tech comes out. They've already stated that they want to upgrade/include new tech in the future.

I can't remember where I read that, but it was from multiple sources. Unfortunately, I'm too lazy to fetch 'em right now.

And Valve already stated that there would be a Half-Life 3. But, in typical Valve fashion, they're keeping their lips tight and feigning ignorance.
 
Why you should choose Unreal Engine X:
  • Lots of resources
  • Easy to make simple mods via mutators
  • Wiki for engine available
  • If you choose UE3, better technology
  • The contests
  • Solid, tested engine with lots of games out utilizing it

Why you should use the Source Engine:
  • Much bigger fanbase
  • A large amount of the game code is available
  • Currently better technology than UE2
  • Supposedly being updated.....HDR and offset mapping are examples
  • Steam?....Supposedly you can *sell* your mods >_>, better outreach
  • Faceposer

Basic lists of benefits for both engines. I also suggest you look at the specifications for both engines at http://www.devmaster.net/.

edit: Or visit their sites...

http://unrealtechnology.com/flash/technology/ue2.shtml
or
http://unrealtechnology.com/html/technology/ue2.shtml

http://www.valvesoftware.com/sourcelicense/enginefeatures.htm
 
Steam?....Supposedly you can *sell* your mods >_>, better outreach


Is this true? you can make mods and then sell them just like that? without buying a license or anything? has anyone made a mod and sold it? so far I have only seen the gary mod, and I think it is for free right?
 
danydrunk said:
Is this true? you can make mods and then sell them just like that? without buying a license or anything? has anyone made a mod and sold it? so far I have only seen the gary mod, and I think it is for free right?

Obviously, you're gonna have to do a deal with Valve and set terms before you get on Steam. They'll probably want to take a small cut of the profits, which is fair enough, since mods are based off their work.
 
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