env_terrainmorph?

Discussion in 'General' started by Destroyer224, Jan 24, 2007.

  1. Destroyer224

    Destroyer224 Member

    Messages:
    690
    Likes Received:
    0
    Trophy Points:
    0
    I noticed an entity called env_terrailmorph in hammer not too long ago and have heard about it being used in garrysmod and hl2 to alter displacements dynamically. I was wondering wether or not this would work in Empires, and if it was a new addition or has already been ruled out for practical, technical or other reasons (such as lag). I have no idea how this entity works and have only heard a few stories of it being used so I do not know the details.
     
  2. arklansman

    arklansman Member

    Messages:
    5,365
    Likes Received:
    0
    Trophy Points:
    0
    It's borked. :(
    It's not completed, so when it is used it doesn't change the physics mesh of the displacement.
     
  3. Destroyer224

    Destroyer224 Member

    Messages:
    690
    Likes Received:
    0
    Trophy Points:
    0
    Is Valve planning on finnishing it?
     
  4. Simon

    Simon Banned

    Messages:
    638
    Likes Received:
    0
    Trophy Points:
    0
    Let me call gabe.
     
  5. Destroyer224

    Destroyer224 Member

    Messages:
    690
    Likes Received:
    0
    Trophy Points:
    0
    We better break out the Valve lingo code-book.

    If he says it will be implemented in a few months, plan on it coming after HL2: Ep. 3...
     
  6. dumpster_fox

    dumpster_fox Member

    Messages:
    1,716
    Likes Received:
    0
    Trophy Points:
    0
    Actually, you could really send him an e-mail. He's known for being very responsive.
     
  7. Broccoli

    Broccoli Member

    Messages:
    1,635
    Likes Received:
    0
    Trophy Points:
    0
    AFAIK, it was abandoned. I wouldn't count on it being fixed any time soon.
     
  8. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    If you notify Gabe, he might even tell those devs to finish it.
    When i emailed him, he puts the answers on his wiki answers page, this is what he answered:
    Would Valve ever consider releasing unused content, which they cut from their games during development, for use by community developers?
    The criteria we use is whether or not it would be useful. If something were useful, yes, we would release it.
    http://developer.valvesoftware.com/wiki/Gabe_Newell's_FAQ
     
  9. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

    Messages:
    7,243
    Likes Received:
    13
    Trophy Points:
    0
    Make it yourself, they did it with parallax mapping :p
     
  10. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    I was thinking about that: when we have aircraft maps: could we use parallax mapping to simulate crators in the ground?
     
  11. dumpster_fox

    dumpster_fox Member

    Messages:
    1,716
    Likes Received:
    0
    Trophy Points:
    0
    Parallax maps lose much of their depth when viewed from extreme angles. Since most of the time players will be seeing them from such angles, it wouldn't look very good. I think well-done, artistic, and varied decals are a better way to go.
     
  12. decemberscalm

    decemberscalm Member

    Messages:
    881
    Likes Received:
    0
    Trophy Points:
    0
  13. dumpster_fox

    dumpster_fox Member

    Messages:
    1,716
    Likes Received:
    0
    Trophy Points:
    0
    Dynamic infestation is different. They're using models to create the stuff, and I'm not so sure it'll have collision (as it might result in players becoming stuck in the stuff while it's growing). As far as I know, they made that stuff from scratch.
     
  14. Broccoli

    Broccoli Member

    Messages:
    1,635
    Likes Received:
    0
    Trophy Points:
    0
    Yeah, they built that stuff from scratch. As a commercial game, they have access to the entire SDK, not just the more limited modding one. But who knows, it might have been based off of this entity.
     
  15. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    how much does the full SDK cost?
     
  16. dizzyone

    dizzyone I've been drinking, heavily

    Messages:
    5,771
    Likes Received:
    0
    Trophy Points:
    0
    I don't remember who said this, but the dynamic infestation video was only a prototype and not made in the source engine, they will eventually code it into source.
     
  17. Caelo

    Caelo Member

    Messages:
    2,371
    Likes Received:
    5
    Trophy Points:
    0
    I want to know this too. Im happy to contribute some Euros to Krenzo so he can buy this stuff....
     
  18. dizzyone

    dizzyone I've been drinking, heavily

    Messages:
    5,771
    Likes Received:
    0
    Trophy Points:
    0
    got half a mil? if anything Im guessing its around that price.
     
  19. Caelo

    Caelo Member

    Messages:
    2,371
    Likes Received:
    5
    Trophy Points:
    0
    Im sure it wont cost that much.. also the empires community could give some money though ;) "and krenzo wouldn't mind taking a loan :D" he probably will though...
     
  20. arklansman

    arklansman Member

    Messages:
    5,365
    Likes Received:
    0
    Trophy Points:
    0
    Well according to this, Unreal Engine 2.0 is $350,000, so I would guess Source is around that much.
     

Share This Page