johnnypoopoopant
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this is pretty old
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Spartan said:Why? It's been done with Doom 3. I saw the video.
oberGeist said:true, but that was used only in a testmap, not fully implemented in a game - I mean with light scattering from the sky, radiosity lightmaps and shadows covering massive outdoor areas. that's what d3's engine lacks unfortunatelly...
it may can do the lighting butnvrmor said:you do realize that source can do doom3's lighting?
noEg. said:sadowing, u mean make verything black?
ruin said:Well thanks for confirming something guys (not all of you). The 'Doom3 Can Do It too' project shouldn't even bother trying to cater to the HL2 crowd because it's obvious we're not going to be able to change many people's views even when showing them direct evidence that they're wrong.
PvtRyan said:My definition of direct evidence in this case would be a map that's the size of an avarage HL2 coast or C17 map, with the same amount of detailed indoor settings, using the same polygon counts and texture resolutions, with every entity casting a shadow, no dark unrealistic corners in outdoor or indoor maps, with the same geometry complexity, and most important: at the same framerate, or even a playable one.
so you want more features without accepting the performance loss?
Cons Himself said:yawn, well can you grfx geeks realise one important thing:
Doom 3 was a pants game, HL2 was an excellent game. end of story in my, and every other normal persons book
Mr-Fusion said:It's like an ugly chick who looks hot in the dark. But if you see her in broad daylight she's revolting and you want take a mallet to her face.
Doom 3 maps are like the ugly chick. They look good in the dark but when you get them out in real light...they are worthy of a mallet hit......So if Half-Life 2 maps can be transferred between engines and still look great maybe that means Valve are a hot chick?
Oh for ****s sake what in the hell am i talking about.
the limits are coded into the enginePvtRyan said:Yup. Because the 'Doom 3 can do it too' challenge is worthless if there isn't a limitation.
we are talking of unmodified render engines.PvtRyan said:If there isn't, 'Source can do it too', 'Crytek can do it too' 'X-Ray can do it too' 'Tenebrae can do it too'.
no it cant ... only if you want to port the renderer to ogl 2.0 and rewrite big parts of it. softshadows will not be possible, at least not by creating soft lighting ...PvtRyan said:Sure, Doom 3 can do full dynamic true soft shadowing, if you use 500 lights per lightsource.
dru said:ive never played doom3, is it fun?
ruin said:We've never said Doom3 can run as fast as the HL2 engine using compareable assets, we're just saying it's not necessarily the engine that is the limitation but the hardware.
oberGeist said:looks like everyone understood that it was meant as a joke...
shoulda write that it was a joke or maybe use some laughing emots...
are You referring to me posting links to other forums or to using HL2 textures in other projects?
dru said:ive never played doom3, is it fun?
jacen said:noEg. said:sadowing, u mean make verything black?
like putting a shadow over an object that has no direct los to the light source.
CriYam said:Doom 3 is an awesome game which you can play right now without any purchase.
Just go crawl into a cupboard and shut the door tight, admire the lighting and the size of the rooms.
Seriously, the first mod to be released for doom3 was duct tape, they had to add a flashlight mod to the game because it's so dark.
Doom3 spoiler!every time you turn around or open a door there will be an alien
Is it any wonder doomers are trying to copy hl2?
PooSlice said:You know the first "mod" to Half life 2 were a save file with a lot of zombies spawned from the console. wohaaa
Kangy said:I'd say the Source engine is more promising for actual revolution in games.
Pi Mu Rho said:Doom 3 wasn't the first game to use unified lighting. It certainly wasn't the first engine to use it. Unique and revolutionary? No.