S
Stil
Guest
Hi!
I'm really interested in learning a bit more about source engine, its capabilities and limitations the SDK gives mod-makers. Specifically I'm looking into creating abstracted, non-photorealistic, visuals in-game.
So I'm looking for a little light reading and research on the subject. I've already picked up some of valves papers...
Chris Green
Efficient Self-Shadowed Radiosity Normal Mapping
Improved Alpha-Tested Magnification for Vector Textures and Special Effects
And the rest of the TF2 Team
Illustrative Rendering in Team Fortress 2
Which gives me A LOT of helpful info centering in shading/texturing.
These three aside, does anyone know where i can find any more along these lines, or possibly even other ways of achieving similar-ish effects. Mebby looking into (that-craze-that-was) Cell Shading (and exactly how feasible it is in Source).
Obviously many of the technologies listed in those papers detail features that i wouldn't expect to be around till the other side of orange box, so i guess a bit of this falls into future SDK speculation. But baring in mind what we already know about the future release and the technology we've already got, anyone got any ideas as to the best way of getting there?
I'd appreciate any info/advice/links/tutorials anyone could throw my way!
Thanks
Ps. Sorry wasn't sure what to file this under. "mods forum" or texturing and all that milarky.
____
Stil
I'm really interested in learning a bit more about source engine, its capabilities and limitations the SDK gives mod-makers. Specifically I'm looking into creating abstracted, non-photorealistic, visuals in-game.
So I'm looking for a little light reading and research on the subject. I've already picked up some of valves papers...
Chris Green
Efficient Self-Shadowed Radiosity Normal Mapping
Improved Alpha-Tested Magnification for Vector Textures and Special Effects
And the rest of the TF2 Team
Illustrative Rendering in Team Fortress 2
Which gives me A LOT of helpful info centering in shading/texturing.
These three aside, does anyone know where i can find any more along these lines, or possibly even other ways of achieving similar-ish effects. Mebby looking into (that-craze-that-was) Cell Shading (and exactly how feasible it is in Source).
Obviously many of the technologies listed in those papers detail features that i wouldn't expect to be around till the other side of orange box, so i guess a bit of this falls into future SDK speculation. But baring in mind what we already know about the future release and the technology we've already got, anyone got any ideas as to the best way of getting there?
I'd appreciate any info/advice/links/tutorials anyone could throw my way!
Thanks
Ps. Sorry wasn't sure what to file this under. "mods forum" or texturing and all that milarky.
____
Stil