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
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