-iNw-Dim Reaper
10-22-2004, 09:01 AM
Look for updates in RED at bottom of first post!
As you probably all know, DoD is soon going to be transitioning to the engine powering Half Life 2 (Officially known as the 'Source' Engine). Soon, people will want to start mapping for this wonderful new engine, and begin to push the boundaries of WW2 fps mapping back even further.
In my humble opinion this Forum needs a central place to keep snippets of DoD:Source mapping information, seeing as we will probably all be shifting to the new engine soon, right?
I dropped by (for the first time in almost a year!) after playing the new CounterStrike:Source throughout the last few days. My interest for mapping with HalfLife(1) / DoD has been close to zero for ages, but the capabilities of the new engine are making a return to mapping very tempting indeed. So I came to this forum wondering if I could find out more about Source engine mapping, and found to my surprise that there is very little information available on the subject.
So what do we know?
Well, the basics from what I have seen in CS:Source-
Maps can contain far more detail than HL1 style maps
Textures can be sharper and use normal/bump maps, cube map 'reflect world' style lighting effects (I forget the technical name)
Maps can be far more open than HL1 maps
There does not seem to be a hard 'r_speed' / Polygon count limit - When moving outside and above the maps in spectator mode, there is very little slowdown on my system (2Ghz Athlon, 9800Pro) Whereas in HL1/DoD, moving outside the map, or any situation where the r_speeds hit 1500 and higher, the system is slowed to a crawl.
OK, so thats what I've seen with my own eyes, but its a little short on the Facts. Here's some tidbits I've picked up from elsewhere:
When will the SDK (Software Developers Kit, including the mapping tools) Be released?
-I've seen Valve quoted as saying that the SDK will be released shortly before the release of Halfe Life 2. HL2 is set for release on November 16th (Yes, this year! Ha!)
(From Valve-erc.com)
Is mapping for Half-Life 2 similar to mapping for Half-Life 1?
-Map editing for the Source engine will be very familiar to those who did mapping for Half-Life. We've always tried to extend rather than reinvent whenever possible. The main challenge will be digesting all the new tools and capabilities to get the most out of them.
The rough structure of the map is still BSP-based, built from brushes, but the details are fleshed out with more props (models) that are built in XSI, Maya, or Max.
World bounds are +/- 16384 units in all directions (Half-Life's world bounds were +/- 4096). Mods can choose their own unit scale for the world. For example, 1 unit could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will be adjusted accordingly, but collisions are only guaranteed to be accurate to 1/32nd of a unit.
We have found that a large part of the cost of creating a Half-Life 2 quality level is in the art production process. Building all the props and textures required for the level of visual quality people saw at E3 consumes a lot of man-hours. As for building a Half-Life 1 quality map in the Source engine, the new tools and entity I/O makes it go much faster than it did on Half-Life 1.
What is the ratio of map units to real-life units?
-Unlike in Half-Life 1, things in Half-Life 2 will look proper when created at a scale of 1:1 (1 unit = 1 inch). It will be much easier to reproduce real-world environments in Half-Life 2. Gordon currently still requires 33 units of clearance to pass through a space (though this also may be subject to change).
Have the compile tools undergone any changes?
-We've created distributed visibility (vvis) and radiosity (vrad) tools to greatly cut compile times. Distributed tools can harness the power of multiple computers (on a LAN, for instance) to increase their processing power.
What tool is used for designing Half-Life 2 levels?
-A new and improved version of the Valve Hammer Editor is used for Half-Life 2 level design. Designers who have used previous versions of Hammer will find using the new Hammer to be a very similar experience. The interface of the program has stayed relatively the same while several new tools have been added.
Does Half-Life 2 use WAD files for textures, like Half-Life 1?
-No. You now apply materials to surfaces instead of textures. Materials (VMT files) can refer to a number of textures (bump maps, base textures, environment maps, etc) which start out as TGA files and are converted to textures (VTF files) via a custom tool before you can use them in the game. Textures and materials are not compiled into WAD files anymore. They are stored as individual files in a materials folder. Optionally, they can be stored in a file system inside a ZIP file. You can embed these ZIP files directly into BSPS if you want.
Does Half-Life 2 support dynamic lighting?
-Yes.
How do 3D skyboxes work? Can I animate a skybox?
-The 3D skybox is a part of the level at a different scale that the rest of the level. You can place entities in the 3D skybox (like flying objects, etc). There is a "normal" skybox on the outside of the 3D skybox as well. We also have animated cloud layers, and I could see a mod going nuts with this. That would be great!
How do you author bump maps?
-We use normal maps in particular. We make these three different ways:
1) Build geometry in XSI, Max, or Maya roughly in a plane and render the normal map directly for world textures. We'll have instructions on how to do this in the SDK.
2) Build a hi-poly model in XSI and use their plug-ins (or similar plug-ins for other packages) to create normal maps.
3) Paint height maps and convert them to normal maps.
What sort of occlusion support do you have?
-We have a PVS system. We also make heavy use of a dynamic occlusion system in outdoor maps.
We have heard many times that the Source engine makes things easier for mod developers. What things are made easier?
Steam for mod distribution, entity help integrated with Hammer, distributed compile tools, open map file format for extensibility, script-driven sound system.... lots of things make Source better for mod developers.
_______________________
For the full set of questions and answers, I strongly encourage you to refer to the helpful FAQ at Valve-erc.com (http://collective.valve-erc.com/index.php?faq=source_mod_faq)
I don't know about you, but I am very excited by the possibilities: (Disclaimer: Most of the following is educated guesses and conjecture on my part)
It seems that Source provides 'LOD Terrain' IE a kind of mesh that you place within your map that provides an easy way to create curved ground and hills without using Hammer style brushes, wedges etc.
BSPs seem to be placed within the world as objects. This is a lot like the Torque style of mapping. This method allows the benefits of BSP mapping for interiors of buildings (extra internal detail) with the benefits of a large scale exterior terrain.
There are a lot of gaps in our knowledge here. What I really wanted was enough information and the tools to start mapping for DoD:Source today! In anticipation of the release of the SDK tools, we will have to satisfy ourselves with adding information to this thread as it becomes available.
Mike C / Dim
[Edit- fixed some of my major spelling mistakes... Plus thanks (and howdy!) to FD for the sticky!]
Inserted by Mod:
03-28-05:
Map Converter Thread in DoD mapping forums (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=43126)
DoD Source Texture thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=42230)
As you probably all know, DoD is soon going to be transitioning to the engine powering Half Life 2 (Officially known as the 'Source' Engine). Soon, people will want to start mapping for this wonderful new engine, and begin to push the boundaries of WW2 fps mapping back even further.
In my humble opinion this Forum needs a central place to keep snippets of DoD:Source mapping information, seeing as we will probably all be shifting to the new engine soon, right?
I dropped by (for the first time in almost a year!) after playing the new CounterStrike:Source throughout the last few days. My interest for mapping with HalfLife(1) / DoD has been close to zero for ages, but the capabilities of the new engine are making a return to mapping very tempting indeed. So I came to this forum wondering if I could find out more about Source engine mapping, and found to my surprise that there is very little information available on the subject.
So what do we know?
Well, the basics from what I have seen in CS:Source-
Maps can contain far more detail than HL1 style maps
Textures can be sharper and use normal/bump maps, cube map 'reflect world' style lighting effects (I forget the technical name)
Maps can be far more open than HL1 maps
There does not seem to be a hard 'r_speed' / Polygon count limit - When moving outside and above the maps in spectator mode, there is very little slowdown on my system (2Ghz Athlon, 9800Pro) Whereas in HL1/DoD, moving outside the map, or any situation where the r_speeds hit 1500 and higher, the system is slowed to a crawl.
OK, so thats what I've seen with my own eyes, but its a little short on the Facts. Here's some tidbits I've picked up from elsewhere:
When will the SDK (Software Developers Kit, including the mapping tools) Be released?
-I've seen Valve quoted as saying that the SDK will be released shortly before the release of Halfe Life 2. HL2 is set for release on November 16th (Yes, this year! Ha!)
(From Valve-erc.com)
Is mapping for Half-Life 2 similar to mapping for Half-Life 1?
-Map editing for the Source engine will be very familiar to those who did mapping for Half-Life. We've always tried to extend rather than reinvent whenever possible. The main challenge will be digesting all the new tools and capabilities to get the most out of them.
The rough structure of the map is still BSP-based, built from brushes, but the details are fleshed out with more props (models) that are built in XSI, Maya, or Max.
World bounds are +/- 16384 units in all directions (Half-Life's world bounds were +/- 4096). Mods can choose their own unit scale for the world. For example, 1 unit could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will be adjusted accordingly, but collisions are only guaranteed to be accurate to 1/32nd of a unit.
We have found that a large part of the cost of creating a Half-Life 2 quality level is in the art production process. Building all the props and textures required for the level of visual quality people saw at E3 consumes a lot of man-hours. As for building a Half-Life 1 quality map in the Source engine, the new tools and entity I/O makes it go much faster than it did on Half-Life 1.
What is the ratio of map units to real-life units?
-Unlike in Half-Life 1, things in Half-Life 2 will look proper when created at a scale of 1:1 (1 unit = 1 inch). It will be much easier to reproduce real-world environments in Half-Life 2. Gordon currently still requires 33 units of clearance to pass through a space (though this also may be subject to change).
Have the compile tools undergone any changes?
-We've created distributed visibility (vvis) and radiosity (vrad) tools to greatly cut compile times. Distributed tools can harness the power of multiple computers (on a LAN, for instance) to increase their processing power.
What tool is used for designing Half-Life 2 levels?
-A new and improved version of the Valve Hammer Editor is used for Half-Life 2 level design. Designers who have used previous versions of Hammer will find using the new Hammer to be a very similar experience. The interface of the program has stayed relatively the same while several new tools have been added.
Does Half-Life 2 use WAD files for textures, like Half-Life 1?
-No. You now apply materials to surfaces instead of textures. Materials (VMT files) can refer to a number of textures (bump maps, base textures, environment maps, etc) which start out as TGA files and are converted to textures (VTF files) via a custom tool before you can use them in the game. Textures and materials are not compiled into WAD files anymore. They are stored as individual files in a materials folder. Optionally, they can be stored in a file system inside a ZIP file. You can embed these ZIP files directly into BSPS if you want.
Does Half-Life 2 support dynamic lighting?
-Yes.
How do 3D skyboxes work? Can I animate a skybox?
-The 3D skybox is a part of the level at a different scale that the rest of the level. You can place entities in the 3D skybox (like flying objects, etc). There is a "normal" skybox on the outside of the 3D skybox as well. We also have animated cloud layers, and I could see a mod going nuts with this. That would be great!
How do you author bump maps?
-We use normal maps in particular. We make these three different ways:
1) Build geometry in XSI, Max, or Maya roughly in a plane and render the normal map directly for world textures. We'll have instructions on how to do this in the SDK.
2) Build a hi-poly model in XSI and use their plug-ins (or similar plug-ins for other packages) to create normal maps.
3) Paint height maps and convert them to normal maps.
What sort of occlusion support do you have?
-We have a PVS system. We also make heavy use of a dynamic occlusion system in outdoor maps.
We have heard many times that the Source engine makes things easier for mod developers. What things are made easier?
Steam for mod distribution, entity help integrated with Hammer, distributed compile tools, open map file format for extensibility, script-driven sound system.... lots of things make Source better for mod developers.
_______________________
For the full set of questions and answers, I strongly encourage you to refer to the helpful FAQ at Valve-erc.com (http://collective.valve-erc.com/index.php?faq=source_mod_faq)
I don't know about you, but I am very excited by the possibilities: (Disclaimer: Most of the following is educated guesses and conjecture on my part)
It seems that Source provides 'LOD Terrain' IE a kind of mesh that you place within your map that provides an easy way to create curved ground and hills without using Hammer style brushes, wedges etc.
BSPs seem to be placed within the world as objects. This is a lot like the Torque style of mapping. This method allows the benefits of BSP mapping for interiors of buildings (extra internal detail) with the benefits of a large scale exterior terrain.
There are a lot of gaps in our knowledge here. What I really wanted was enough information and the tools to start mapping for DoD:Source today! In anticipation of the release of the SDK tools, we will have to satisfy ourselves with adding information to this thread as it becomes available.
Mike C / Dim
[Edit- fixed some of my major spelling mistakes... Plus thanks (and howdy!) to FD for the sticky!]
Inserted by Mod:
03-28-05:
Map Converter Thread in DoD mapping forums (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=43126)
DoD Source Texture thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=42230)