Re: [hlcoders] Realtime radiosity & Source ?

2004-11-30 Thread Bob Aman
> It does resemble the "real-time radiosity" you talk about, especially with > the eerie red glow that your eyes emit. Crap. Here we go again. -- Bob Aman http://www.rapidcanvas.com ___ To unsubscribe, edit your list preferences, or view the list archi

RE: [hlcoders] Realtime radiosity & Source ?

2004-11-30 Thread DaiTengu
Draco wrote: > "Who's to say HL2 exposed 100% of the functionality of the Source > Engine." > > has anyone played Vampires:the masquerade - bloodlines yet? That game > uses much more of the source engine than HL2 does. HL2 serves it's > purpose, it uses the features that it needs to use. Vampires o

Re: [hlcoders] Realtime radiosity & Source ?

2004-11-30 Thread Draco
"Who's to say HL2 exposed 100% of the functionality of the Source Engine." has anyone played Vampires:the masquerade - bloodlines yet? That game uses much more of the source engine than HL2 does. HL2 serves it's purpose, it uses the features that it needs to use. Vampires on the other hand has mag

RE: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread HoundDawg
> You can see the src for a few modern largue projects legally. > Allegiance > (Microsoft), Golgota (?), System Shock (?), Homeworld, heee a few > more, whas code release to able linux guys to do the conversion to his > OS... the license its restrictive, able only that, but able > you to read >

Re: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread Andrew Foss
Starsiege and the tribes games had this ability. the language was C like and you could manually input it in the console. On Mon, 29 Nov 2004 21:32:53 +0100, tei <[EMAIL PROTECTED]> wrote: > > > Of course, this isn't as realtime as other engines, but other engines don't > > exactly provide MOD tea

Re: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread tei
Of course, this isn't as realtime as other engines, but other engines don't exactly provide MOD teams with the level of tools that Valve does either. Most of them only release a scripting kit rather than a C++ base SDK. Makes me wonder what they're hiding? Parts of the HL2 code (or other games)

Re: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread Dan Partelly
t real-time radiosity solution, and the claim to support this, Do you see the difference ? "preprocess " "real-time" , 2 different terms . - Original Message - From: "HoundDawg" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Mond

RE: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread HoundDawg
> @ " G-Man's eyes utilizing "realtime radiosity lighting"." > > Hmmm , I dont think so. Those WEB pages and sites > reproduces a flawed technical statement. Check the paper > above, it will > enlight you how dynamic geometery is shaded in Source Engine. While As much as you'd like to discredit wh

Re: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread Dan Partelly
<[EMAIL PROTECTED]> Sent: Monday, November 29, 2004 4:48 PM Subject: RE: [hlcoders] Realtime radiosity & Source ? > > http://www.valvesoftware.com/sourcelicense/enginefeatures.htm > > states that the Source engine supports realtime radiosity > > lighting. This is obv

RE: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread HoundDawg
> http://www.valvesoftware.com/sourcelicense/enginefeatures.htm > states that the Source engine supports realtime radiosity > lighting. This is obviously false and Valve should take it > out from their web page. A simple search on Google will provide multiple website and forum posts that mention G

Re: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread Dan Partelly
- From: "McCormack, Chris" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 29, 2004 12:52 PM Subject: RE: [hlcoders] Realtime radiosity & Source ? > Maybe he is basing it on the leak. hmmm > > -Original Message- > From: [EMAIL PROTEC

RE: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread McCormack, Chris
Maybe he is basing it on the leak. hmmm -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Michael Shimmins Sent: 29 November 2004 10:42 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Realtime radiosity & Source ? How on earth can you make such a claim?

RE: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread Michael Shimmins
tipulating that which can not. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly Sent: Monday, 29 November 2004 8:37 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Realtime radiosity & Source ? This is a multi-part message in MIME forma

RE: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread McCormack, Chris
: 29 November 2004 09:37 To: [EMAIL PROTECTED] Subject: [hlcoders] Realtime radiosity & Source ? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://www.valvesoftware.com/sourcelicense/enginefeatures.htm states that the Source engine supp

[hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread Dan Partelly
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://www.valvesoftware.com/sourcelicense/enginefeatures.htm states that the Source engine supports realtime radiosity lighting. This is obviously false and Valve should take it out from their web pag