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Thread: Valve: Source 2 in Development

  1. #1

    Valve: Source 2 in Development

    Not sure whose interested but basically some file's in SourceFilmMaker confirm that Source 2 is Valve's next-gen engine they are working on.

    settings.py
    Code:
    Known engine names
        '''
        SOURCE = 'Source'
        SOURCE2 = 'Source 2'
        SFM = 'SFM'
        HYBRID = 'Hybrid'
        ALL = 'All'
        SOURCE_FAMILY = ( SOURCE, SFM )
        SOURCE2_FAMILY = ( SOURCE2, HYBRID )
        ALL_ENGINES = ( SOURCE,
                        SOURCE2,
                        SFM,
                        HYBRID
                        )
    You can find more discoveries and shit here.

    http://forums.steampowered.com/forum....php?t=2858441

    ____________________________________
    http://www.rockpapershotgun.com/2012...lmmaker-files/
    http://www.computerandvideogames.com...in-game-files/
    http://www.vg247.com/2012/08/06/valv...w-game-engine/
    http://www.eurogamer.net/articles/20...ource-2-engine
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  2. #2

    Re: Valve: Source 2 in Development

    Hurrrrr get with the times yo.

    Edit: That being said. I'm pretty excited.
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  3. #3

    Re: Valve: Source 2 in Development

    I would prefer if they changed to model based mapping instead of brushes.
    Last edited by arbiter901; August 10th, 2012 at 07:01 PM.
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  4. #4
    Driven by the B-Mashina Higuy's Avatar
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    Re: Valve: Source 2 in Development

    In b4 Half Life 3
    "I don't know wtf I'm doing. Zbrush UI is like looking into the matrix."
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  5. #5
    Senior Member =sw=warlord's Avatar
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    Re: Valve: Source 2 in Development

    Quote Originally Posted by arbiter901 View Post
    I would prefer if they changed to model based mapping instead of brushes.
    What do you think the brushes are?
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  6. #6

    Re: Valve: Source 2 in Development

    Brushwork is not the same as modeling.
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  7. #7

    Re: Valve: Source 2 in Development

    Quote Originally Posted by arbiter901 View Post
    Brushwork is not the same as modeling.
    As a developer for source, id have to say hammer could be GREAT with a few improvements. If they gave the static meshes(the model work) AI navigation and proper lighting that blends with the environment, itd be great. Also, they need real time editing.
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  8. #8

    Re: Valve: Source 2 in Development

    Quote Originally Posted by Ki11a_FTW View Post
    As a developer for source, id have to say hammer could be GREAT with a few improvements. If they gave the static meshes(the model work) AI navigation and proper lighting that blends with the environment, itd be great. Also, they need real time editing.
    Yeah, I hate recompiling everytime I make adjustments to my lighting just to see how it looks.
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  9. #9
    Senior Member =sw=warlord's Avatar
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    Re: Valve: Source 2 in Development

    Quote Originally Posted by arbiter901 View Post
    Brushwork is not the same as modeling.
    you need to make the models in order for you to use them as brushes.
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  10. #10

    Re: Valve: Source 2 in Development

    Quote Originally Posted by Ki11a_FTW View Post
    I want source to be the unreal engine but still be called source
    ftfy
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