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[ Picked text/plain from multipart/alternative ]
Yes. And likely includes a royalty rate to valve. There may be alternative
royalty free options that cost significantly more. Few game engines
advertise such things as openly as Epic lists the UE2.5 license costs

On Jan 30, 2008 3:56 PM, Ben Mears <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> That's how much it cost to buy the license to be able to develop and
> distribute games commercially right?
>
> On Jan 30, 2008 3:47 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > 300-350k is generally the ballpark when we talk about it over at places
> > like
> > ModDB
> >
> > On Jan 31, 2008 10:12 AM, Tobias Kammersgaard <
> > [EMAIL PROTECTED]>
> > wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Rumor has it that a Source license is only 200k ;-)
> > >
> > > /ProZak
> > >
> > >
> > > On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > 'You send valve a check for $1 mil and you get the source code for
> > it.'
> > > > Or, send Epic a check for 850k and get an Unreal 3 license ;)
> > > >
> > > > On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Hmmmm.....interesting. I'll have to try that. Thanks for the
> > > suggestion.
> > > > >
> > > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives the
> same
> > > > error
> > > > > > message in hammer:
> > > > > > "Too many verts for a dynamic buffer (41468>24576) Tell a
> > programmer
> > > > to
> > > > > > up VERTEX_BUFFER_SIZE."
> > > > > > But it's in game so I guess it is only a limitation of hammer.
> The
> > > > model
> > > > > > will propably load if set at runtime.
> > > > > > -archy
> > > > > >
> > > > > > Jeremy wrote:
> > > > > > > --
> > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > Was just curious about polycount. I realize technically you
> have
> > > too
> > > > > > many
> > > > > > > vertices. If vertices were shared enough you could have a
> large
> > > > number
> > > > > > of
> > > > > > > polygons with a smaller number of vertices, provided you don't
> > run
> > > > > into
> > > > > > any
> > > > > > > limit on index buffer size that may be present. In this case
> the
> > > > error
> > > > > > is
> > > > > > > clearly referring to the vertices. Are the vertices
> > welded/merged
> > > > > where
> > > > > > > appropriate to reduce them as much as possible without
> > sacrificing
> > > > > poly
> > > > > > > counts? I don't doubt such high poly models probably work, and
> > > > > possibly
> > > > > > > pretty well if they are by themselves on a screen or with
> little
> > > > else.
> > > > > > But
> > > > > > > those sort of poly counts in a typical mod that normally has a
> > > > number
> > > > > of
> > > > > > > players/npcs is going to degrade quickly. It all depends what
> > > you're
> > > > > > doing.
> > > > > > > That degree of detail could fit your project if it's outside
> the
> > > > norm
> > > > > of
> > > > > > an
> > > > > > > FPS mod. Just be aware what the engine was designed and built
> to
> > > do,
> > > > > as
> > > > > > that
> > > > > > > is the reason for the limitations it has. Short of engine
> level
> > > > > > > modifications, which you can't do without getting the engine
> > > source,
> > > > > > you'll
> > > > > > > have to stick within those limits, and work around them if
> > > possible.
> > > > > > Split
> > > > > > > the model into pieces and attach them and stuff like that is
> > > > probably
> > > > > > the
> > > > > > > direction you need to look at to keep that detail level and
> stay
> > > > > within
> > > > > > > limits.
> > > > > > >
> > > > > > > J
> > > > > > >
> > > > > > > On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]>
> wrote:
> > > > > > >
> > > > > > >
> > > > > > >> You send valve a check for $1 mil and you get the source code
> > for
> > > > it.
> > > > > > >>
> > > > > > >> Any chance we could see a render of it. Got me interested. :D
> > > > > > >>
> > > > > > >>
> > > > > > >>
> > > > > > >> -----Original Message-----
> > > > > > >> From: [EMAIL PROTECTED]
> > > > > > >> [mailto:[EMAIL PROTECTED] On Behalf Of
> Ben
> > > > Mears
> > > > > > >> Sent: Thursday, January 31, 2008 5:19 AM
> > > > > > >> To: hlcoders@list.valvesoftware.com
> > > > > > >> Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a
> > > > dynamic
> > > > > > >> buffer
> > > > > > >> (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
> > > > > > >>
> > > > > > >> --
> > > > > > >> [ Picked text/plain from multipart/alternative ]
> > > > > > >> Well, it's a pretty detailed model with a lot of armor and
> > > > > accessories.
> > > > > > >> I'm
> > > > > > >> happy with the model at about 11,000 polys but when I bring
> it
> > > down
> > > > > to
> > > > > > >> around 5,000 to make it work in game it starts to look pretty
> > > bad.
> > > > > > Polys
> > > > > > >> get
> > > > > > >> removed from spots where they need to be, such as his eyes.
> So,
> > > you
> > > > > > said
> > > > > > >> you
> > > > > > >> can't change it without recompiling Hammer and the engine?
> How
> > > > would
> > > > > I
> > > > > > go
> > > > > > >> about doing that?
> > > > > > >>
> > > > > > >> Thanks for the help Mark.
> > > > > > >>
> > > > > > >>
> > > > > > >> On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]>
> > wrote:
> > > > > > >>
> > > > > > >>
> > > > > > >>> Basically the number is current and max (26791>24576) and
> your
> > > > model
> > > > > > >>> detail
> > > > > > >>> is to high and will crash the engine. I don't think you can
> > > change
> > > > > it
> > > > > > >>> without recompiling hammer and the engine.
> > > > > > >>>
> > > > > > >>> Why you need that much detail?
> > > > > > >>>
> > > > > > >>>
> > > > > > >>>
> > > > > > >>> -----Original Message-----
> > > > > > >>> From: [EMAIL PROTECTED]
> > > > > > >>> [mailto:[EMAIL PROTECTED] On Behalf Of
> > Ben
> > > > > Mears
> > > > > > >>> Sent: Thursday, January 31, 2008 4:52 AM
> > > > > > >>> To: hlcoders@list.valvesoftware.com
> > > > > > >>> Subject: [hlcoders] "Too many verts for a dynamic buffer
> > > > > (26791>24576)
> > > > > > >>> Tell
> > > > > > >>> a programmer to up VERTEX_BUFFER_SIZE."
> > > > > > >>>
> > > > > > >>> --
> > > > > > >>> [ Picked text/plain from multipart/alternative ]
> > > > > > >>>  Hello all. This is my first email to the mailing list and
> I'm
> > > > > writing
> > > > > > >>> because I'm really stuck and hope someone can help me out.
> > When
> > > I
> > > > > > place
> > > > > > >>>
> > > > > > >> an
> > > > > > >>
> > > > > > >>> entity and try to load my custom character it causes Hammer
> to
> > > > crash
> > > > > > and
> > > > > > >>> displays this error message:
> > > > > > >>>
> > > > > > >>>  "Too many verts for a dynamic buffer (26791>24576) Tell a
> > > > > programmer
> > > > > > to
> > > > > > >>> up
> > > > > > >>> VERTEX_BUFFER_SIZE."
> > > > > > >>>
> > > > > > >>> I tried lowering the poly and vertex counts and finally got
> a
> > > > model
> > > > > to
> > > > > > >>> load
> > > > > > >>> but is way below the level of detail I need. I tried several
> > > > > versions
> > > > > > of
> > > > > > >>> the
> > > > > > >>> model with varying poly and vertex counts and noticed that
> the
> > > > first
> > > > > > >>> number
> > > > > > >>> in the error message (26791 in this case) would change as
> the
> > > poly
> > > > > and
> > > > > > >>> vert
> > > > > > >>> counts change. Also, the high poly model will load fine in
> > Face
> > > > > Poser.
> > > > > > >>>
> > > > > > >>> I've tried to research the problem online and haven't found
> > > > anything
> > > > > > too
> > > > > > >>> helpful. The Valve Wiki says I probably have a bug in my
> code
> > or
> > > > > > >>>
> > > > > > >> content,
> > > > > > >>
> > > > > > >>> which doesn't really help me too much. I also got advice to
> > > > optimize
> > > > > > my
> > > > > > >>> map
> > > > > > >>> to reduce the vertices but I get the same error message when
> I
> > > try
> > > > > to
> > > > > > >>>
> > > > > > >> load
> > > > > > >>
> > > > > > >>> the model in a simple room.
> > > > > > >>>
> > > > > > >>>
> > > > > > >>> So, basically I guess I am asking if anyone knows how I can
> > "up
> > > > > > >>> VERTEX_BUFFER_SIZE"? I don't really have much experience
> with
> > > > coding
> > > > > > and
> > > > > > >>> don't have access to a programmer so I'm hoping someone here
> > can
> > > > > help
> > > > > > me
> > > > > > >>> out. Thanks for taking the time to read this and any ideas
> or
> > > > > > >>>
> > > > > > >> suggestions
> > > > > > >>
> > > > > > >>> are greatly appreciated!
> > > > > > >>>
> > > > > > >>> Ben
> > > > > > >>> --
> > > > > > >>>
> > > > > > >>> _______________________________________________
> > > > > > >>> 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
> > > > > > >>
> > > > > > >> _______________________________________________
> > > > > > >> 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
> > > > > >
> > > > > >
> > > > > --
> > > > >
> > > > > _______________________________________________
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > Matt Stafford (Wraiyth)
> > > > http://www.wraiyth.com
> > > > --
> > > >
> > > > _______________________________________________
> > > > 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
> > >
> > >
> >
> >
> > --
> > Matt Stafford (Wraiyth)
> > http://www.wraiyth.com
> > --
> >
> > _______________________________________________
> > 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:
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>
>
--

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