Created 7 years ago2013-07-27 02:24:39 UTC by Penguinboy
Thanks Alberto for helping to spread the wordIt was a great pleasure, PB. You deserve it. Your hard work should be rewarded in some way. No?
Just had a crash trying to use the model/file browser interface in entity properties. This is replicable.Same.
Does the older versions already had this problem? I've never tested that.No.
With the way that source engine does lighting I can almost guarantee you that real time rendering of lights will never happen.And then I replied:
Well, this could be debatable. As some of you knows, the Unreal Engine renders in real-time every change you do in the editor (CSG process for brushes, and meshes, included). The only thing a Source or GoldSource Engine mapper might be interested in, is the real-time rendering of every light entity (light, light_spot, light_environment, etc.), and of course, shadows.Now, since you are the Sledge's Boss here. Is this possible? Keep in mind that I don't want to be right, I'm just curious. So I thought that asking this to you should be the best thing to do.
Now, if we create the basic "hollowed room" with one light entity inside it, this will took 3/4 seconds to compile on Hammer 4 even on a Pentium 4 CPU. As the Unreal Engine does, it renders lights and shadows only if we select the "Build only lights" option (and some of the other ones of course, like "Build all"). And it renders the current light entities (in this case) in the map, so it doesn't takes much time to do it (few seconds) if we select that option everytime for each light we add.
Long story short: a preview of rendered lights and shadows, maybe at a lightmap value of 32 to decrease some rendering time, it should be possible imho (at least on Source). Despite that the Unreal Engine creates the playable map file immediately as the same file is the one we edit in the editor, a different file could be created for the only purpose of saving the lighting preview in the editor (Sledge, in this case), leaving the BSP intact. This could (and should) save a lot of precious time to the mapper. And, I repeat, it should be possible IMHO.
Sorry for my embarassing english btw. I hope you've understood what I wanted to say.
The alternative is to fake a lighting system to approximate the results - instead of using the RAD process to generate lights, they are rendered in real time using a custom Sledge implementation. It wouldn't look exactly the same as the compiled result, but it should be close enough so it would still help when placing lights to get a general feel of what the lighting looks like. This is similar to how Hammer 4's "raytraced lighting preview" behaves, if I recall.This. It would be awesome!
Also, remember that trick where you alter the raw text data in an .map file to angle the geometry and texture in a fitting way? Is there a way to make this a legit editor thing?
I think I sort of know what you mean (manually editing texture axes)I never knew this was possible either, I'd like to read more on that too. It also gave me an idea.
Wow, that light system would be great, even as plugin. But right now, Sledge should evolve to enough level to do that.Of course! I just keep throwing ideas at the screen in hope that PB picks up at least one. xD