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All the NPCs and players are meshes, soft body rigging with brushes would be a nightmare if even possible. For how they did the scenery, just lots of effort.how did Valve make the smooth cartoon characters of Team Fortress 2?
With Black Magic and triangles everywhere.Disappointed to hear Half-Life 2's engine is so dated since I love the look of games on that engine.
If you can only design in blocks, how did Valve make the smooth cartoon characters of Team Fortress 2?
Not to get too off topic but I'm curious to learn more.
Irrc isnt tf2 code a shitshow due to spaghetti codeAll the NPCs and players are meshes, soft body rigging with brushes would be a nightmare if even possible. For how they did the scenery, just lots of effort.
Honestly I don't play TF2 for two reasons, one, my PC will probably think it's malware if I install it, and two, my PC will probably catch fire from the horrible snarl of code it is if I install it.Irrc isnt tf2 code a shitshow due to spaghetti code
Source is the crummiest fucking engine to ever exist and I'm absolutely impressed that Valve still uses it at all when this shit was outdated before it even came out.Disappointed to hear Half-Life 2's engine is so dated since I love the look of games on that engine.
If you can only design in blocks, how did Valve make the smooth cartoon characters of Team Fortress 2?
Not to get too off topic but I'm curious to learn more.
What's a good game engine? I want to know because I've seen this said about a lot of them and then there's devs who move away from their own engines. Is it even possible to code a good game engine these days? Every story I hear sounds like all game developers just barely slap together a functional product with broken tools and somehow we have a thriving industry that rarely results in a Cyberpunk fiasco.Source is the crummiest fucking engine to ever exist
What's a good game engine? I want to know because I've seen this said about a lot of them and then there's devs who move away from their own engines. Is it even possible to code a good game engine these days? Every story I hear sounds like all game developers just barely slap together a functional product with broken tools and somehow we have a thriving industry that rarely results in a Cyberpunk fiasco.
Ion Maiden has a shit protagonist with shit voice lines. The AI is pretty terrible and the enemies aren't varied. They tried to emulate that style but failed to remove themselves from modern game design. The jokes in the game are also lame. I don't know what they were even going for.Ion Fury looks really cool but I refuse to play somehting like Dusk because I also hate it when devs think "retro" means "looks like shit", Ion Fury is how you do it.
But nerd + discord + 5 months = tranny,id totally pay some nerds to finish this bad boy. no trannies
Mapping wise, Source brings in displacements for smooth terrain, which more or less resembles modern day meshes.If you can only design in blocks, how did Valve make the smooth cartoon characters of Team Fortress 2?
Not to get too off topic but I'm curious to learn more.
Source's level editor Hammer was even dated by 2004 which a lot of decried about. The UI is still no different than Worldcraft (Quake editor released in September 96) which it was based off of. Over a decade ago in 2011, Gabe said we'd see a revamp and that never occurred (because of course).Disappointed to hear Half-Life 2's engine is so dated since I love the look of games on that engine.
If you can only design in blocks, how did Valve make the smooth cartoon characters of Team Fortress 2?
Not to get too off topic but I'm curious to learn more.
Displacements are like managing crumbled up paper in Source. Excruciatingly time consuming to get it properly work out well.Mapping wise, Source brings in displacements for smooth terrain, which more or less resembles modern day meshes.
That's why Valve's forgone all usage of brushes in CSGO. They even added a resizing tool for models for CSGO's hammer editors, something people have clamored for since 2004. All of the maps are made in other 3d model making tools and then exported over to Hammer nowadays by Valve. Everything else is just nodraw brushes underneath to avoid leaks.Another thing that most of the developers do, in modern Source games, is to place a fuckton of models (composed by meshes) everywhere and use high resolution textures to hide the aging engine and brushes are used just as a core skeleton of the map.
Didn't Prey run on idTech4 anyway?Tech-wise both id and Epic took at stab at implementing and shipping engines with portals because Prey made them really nervous and both competitors were interested in being able to be on-par in the engine licensing business.
I disagree with you there, I played it and had a blast. It compares well to Duke Nukem 3D or Shadow Warrior, the problem is more that 3D Realms' games were just never as solid as Id's to begin with, not back then and especially not now. People think of "classic boomer shooters" and their mind immediately goes to Doom and Quake, not realising that those games really were the cream of the crop of that decade.Ion Maiden has a shit protagonist with shit voice lines. The AI is pretty terrible and the enemies aren't varied. They tried to emulate that style but failed to remove themselves from modern game design. The jokes in the game are also lame. I don't know what they were even going for.
To be fair the maps in Strafe are randomly generated by a simple mindless algorithm.If you want to see a bad attempt at emulating 90s shooters then look at Strafe, now that game was crap with a capital C.
That's the problem, "90s-inspired shooter" and "procedurally generated" don't belong in the same sentence lmaoTo be fair the maps in Strafe are randomly generated by a simple mindless algorithm.
Which matches the intelligence of the modern level designer.