I like the Source engine and am pretty happy with it in it's current state.
However, what Jed said, "- Why the hell are we still using SMD? Take a continuous mesh model, break it into triangles and re-compile it into tri-strips at compile. Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use DAE/FBX for God's sake. You'll find you don't need "us" to make SMD support for every 3D app out there if you adopt a cross application 3D format." makes perfect sense and should really be looked into for a future Source engine update. I don't where we would be without Jed's plugins (well, I use XSI mostly so I would probably be ok but what about the many people who use Max and Maya?) On Thu, Jul 23, 2009 at 1:41 PM, Jed <j...@wunderboy.org> wrote: > Kohan, if you'd seen the grammar in e-mail I've received from people > with an @valvesoftware.com email address you wouldn't disbelieve that > Adam may actually have a game industry job. > > That said, I agree with the sentiment that Valve is probably the last > game company pushing a BSP based engine? After 3 years of building a > mod I'm starting to believe that Source is just the HL1 engine with a > bunch of third-party API's plugged in. Certainly they have come up > with some very cool stuff but over Goldsrc, Source just doesn't feel > very "next-gen" to me. I remember when CS:S first came out and > everyone was was "well you should be able to do XXX/YYY with the > source engine". Ultimately all the mods big plans fell flat and it > feels, with a few exceptions, the same stuff as HL1 but with better > graphics. > > My biggest beef with Source as a next-gen engine is their tool set. I > *really* think Valve have taken a backwards step with their SDK and > tool chain and make modding exponentially difficult for those that > want to do it. When I look at other engines everything is so much more > refined and documented and the tools are much more polished that > Valve. Case in point: > > - Why are we still using a command line model compiler? The main > modder demographic is probably 15 - 20 somethings of which most aren't > pre-windows 95 and don't know how to use a CLI. If I can write a > bloody GUI to StudioMDL, why can't Valve? > > - Why the hell are we still using SMD? Take a continuous mesh model, > break it into triangles and re-compile it into tri-strips at compile. > Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use > DAE/FBX for God's sake. You'll find you don't need "us" to make SMD > support for every 3D app out there if you adopt a cross application 3D > format. > > I could go on, but I personally think that Valve need to seriously > polish their tool set if they expect us, as modders, and maybe even > studios to adopt their engine. Content creation shouldn't be a fight. > > And I say this knowing full well that some people at Valve prefer my > tools over their own... > > - J > > > 2009/7/23 Kohan Venets <idr...@hotmail.com>: > > > > I'm not claiming to agree or disagree, but I'd like to mention that using > proper spelling and grammar would help people take you seriously. "Iam" > "disapointed" "beleive" "displacment" "isnt" "alogothim" "differnt" > "fundemenal" "woulod" "jsut" "Id" "dont". > > > > It's just difficult to believe that you have a job as a game developer > when you type that way. > > > > -Kohan > > > > > > > >> Date: Thu, 23 Jul 2009 22:51:26 +0200 > >> From: adamjjdono...@gmail.com > >> To: hlcoders@list.valvesoftware.com > >> Subject: [hlcoders] whats happening with this engine > >> > >> After being on this list for years Iam slightly disapointed that it has > not > >> been taken further..mainly Iam talking about the tools artists get to > use to > >> create the worlds and actually cant beleive that a modern computer game > >> developer still works with it as its rather limited in environment > >> design..take for example the displacment system..there isnt even lod > >> alogothim for it which makes it so limited..seeing as I work for a game > >> developer and know that its not easy to manage differnt projects and > >> content..I still think some rethinking of fundemenal aspects of the > engine > >> woulod be a great idea about now..perhaps even jsut to give people like > me > >> some hope that the engine will slowly migrate into something more > modern..Id > >> expect some flaming and spam to follow this post like how their are > other > >> engines to use and that i dont have to use source engine..that being > said..i > >> kinda care about seeing progress. > >> greetz > >> nava > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > > > _________________________________________________________________ > > NEW mobile Hotmail. Optimized for YOUR phone. Click here. > > http://windowslive.com/Mobile?ocid=TXT_TAGLM_WL_CS_MB_new_hotmail_072009 > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders