how different from source is this

warlordcswarlordcs Join Date: 2009-06-12 Member: 67804Members
since this game has started on source but then ported over to its own engine, im wondering how different it really is.
are the maps still bsp?
are the new mapping tools going to be identicle to hammer (or do i have to learn a whole new program)
are textures still materials?
and if wew were to start mapping and making models/materials with the current source tools would the be able to port over without problems?<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />?

Comments

  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    I'd suggest searching the forums, where these questions have been asked many many times before.. and the answer is no one knows!
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Actually the answer is yes, maps are bsp, no, the mapping tools are different, yes, the textures are still materials (every engine does this basically) and if you start mapping I imagine your map will not carry over but models will quite obviously carry over because those are not engine specific.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Where do they say that the maps are .bsp?
    I thought they might use a different system since they get rid of compiling and replace the leaf-vising-system with occlusion culling?

    Anyway, I guess/hope you'll probably be able to somehow convert your map brushwork without texture information, at least by a devious route (hammer-> 3dapplication or whatever-> ns2 editor).
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    edited June 2009
    I think there was mention of BSP in one of the podcasts. Can't find it though.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1712183:date=Jun 13 2009, 01:47 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jun 13 2009, 01:47 PM) <a href="index.php?act=findpost&pid=1712183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where do they say that the maps are .bsp?
    I thought they might use a different system since they get rid of compiling and replace the leaf-vising-system with occlusion culling?

    Anyway, I guess/hope you'll probably be able to somehow convert your map brushwork without texture information, at least by a devious route (hammer-> 3dapplication or whatever-> ns2 editor).<!--QuoteEnd--></div><!--QuoteEEnd-->
    bsp means binary space partitioning. Lots of games use it.
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    I noticed in the occlusion culling write up they used an example of a NS1 map to show off how it was rendered in the new engine. Looked like too much work to recreate the map for a demonstration. Of course NS1 isn't source but as you said they started in source, they probably have a way of converting maps over.
  • PhlashPhlash Join Date: 2008-02-18 Member: 63674Members, Constellation
    <!--quoteo(post=1712216:date=Jun 13 2009, 09:08 PM:name=Fortune)--><div class='quotetop'>QUOTE (Fortune @ Jun 13 2009, 09:08 PM) <a href="index.php?act=findpost&pid=1712216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I noticed in the occlusion culling write up they used an example of a NS1 map to show off how it was rendered in the new engine. Looked like too much work to recreate the map for a demonstration. Of course NS1 isn't source but as you said they started in source, they probably have a way of converting maps over.<!--QuoteEnd--></div><!--QuoteEEnd-->
    In theory it should be possible to convert maps from one format to another; how easy that would be depends on how different (or similar) the NS2 map format is from the Source style map format. It should certainly be possible for someone to make a tool to do this for you. Maybe someone will even make a Source map -> NS bsp builder!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited June 2009
    <!--quoteo(post=1712190:date=Jun 13 2009, 03:31 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE (TychoCelchuuu @ Jun 13 2009, 03:31 PM) <a href="index.php?act=findpost&pid=1712190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->bsp means binary space partitioning. Lots of games use it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I know what it means and as far I understand this, using .bsp means there has to be some compile/processing time, which runs against what they say about their engine.
    <a href="http://en.wikipedia.org/wiki/Binary_space_partitioning" target="_blank">http://en.wikipedia.org/wiki/Binary_space_partitioning</a>
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    <!--quoteo(post=1712229:date=Jun 13 2009, 11:12 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jun 13 2009, 11:12 PM) <a href="index.php?act=findpost&pid=1712229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->there has to be some compile/processing time, which runs against what they say about their engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Who says? Yeah, you can do lots of stuff in real-time with NS2's engine, but lots of things still need compiling to be really usable. The "Tools" podcast video talks about how models should/need to go through compiling in order to be optimized for gameplay, for example.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yeah, might be possible that I mixed this up with the dynamic lighting, where compiling isn't necessary anymore.
    Anyway, I hope the compiling part doesn't take that long even without the lighting part.
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    That interview with ModDB (http://www.moddb.com/games/natural-selection-2/news/interview-with-ns2-level-designer-kungfusquirrel) may be of intrest to you mappers, may answer some stuff as well.
    I only did one map for TF 2 so I cant say I know enough to join this discussion , but the maker of Veil and Eclipse mentioned the map tools closer to Radiant (Q2 / Q3 Editor ?) than Hammer.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I knew it, I've read it somewhere! Thanks for the interview reminder:

    "As many of you have probably seen
    already, between Max's occlusion culling system and the dynamic lighting
    system, there'll be no compile process to get levels into the game. No leaks,
    no "void." No hour-plus lighting compiles just to see what your level
    looks like."
  • warlordcswarlordcs Join Date: 2009-06-12 Member: 67804Members
    "just to see what your level looks like"

    you can probably compare that to running fast vis
    in the manner that the entire level is drawn but you can still play it to see what it looks like, but the expence is a low fps. there might still need to be a compile to define visible parts (portals).

    i think "portal flow" is where most people spend there compile time. which can be lowered greatly using optimization. but thats starting to get a little far off topic.


    on another side note
    ive read somewhere that they will be realeasing the source code to this game
    <a href="http://www.naturalselection2.com/overview" target="_blank">http://www.naturalselection2.com/overview</a>
    the Unlimited Variations part.

    if you give out the source isnt that like giving hackers the keys to everything
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1712373:date=Jun 15 2009, 07:08 PM:name=warlordcs)--><div class='quotetop'>QUOTE (warlordcs @ Jun 15 2009, 07:08 PM) <a href="index.php?act=findpost&pid=1712373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you can probably compare that to running fast vis
    in the manner that the entire level is drawn but you can still play it to see what it looks like, but the expence is a low fps. there might still need to be a compile to define visible parts (portals).<!--QuoteEnd--></div><!--QuoteEEnd-->

    The engine uses occlusion culling, the mapper doesn't need to (and probably can't) define visible parts.
    But I'm not a mapper, maybe you meant something else.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->if you give out the source isnt that like giving hackers the keys to everything<!--QuoteEnd--></div><!--QuoteEEnd-->

    Security-relevant software is often open source.
    Sure, there will be people looking for exploitable code, but on the other hand, others will publish patches.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1712373:date=Jun 15 2009, 01:08 PM:name=warlordcs)--><div class='quotetop'>QUOTE (warlordcs @ Jun 15 2009, 01:08 PM) <a href="index.php?act=findpost&pid=1712373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if you give out the source isnt that like giving hackers the keys to everything<!--QuoteEnd--></div><!--QuoteEEnd-->


    The "hackers" don't have the HL1/HL2 source, and there's no shortage of cheats there. So no, that really doesn't effect the ability to find exploits or make cheats.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    edited June 2009
    <!--quoteo(post=1712390:date=Jun 15 2009, 03:41 PM:name=devicenull)--><div class='quotetop'>QUOTE (devicenull @ Jun 15 2009, 03:41 PM) <a href="index.php?act=findpost&pid=1712390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The "hackers" don't have the HL1/HL2 source, and there's no shortage of cheats there. So no, that really doesn't effect the ability to find exploits or make cheats.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Please explain how having the source <b>doesn't</b> aid in the creating of hacks...
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    IIRC the map files they use are not bsp, but their mapping tools support bsps.
  • bl4ckd0gbl4ckd0g Join Date: 2009-02-20 Member: 66495Members
    edited June 2009
    <!--quoteo(post=1712232:date=Jun 14 2009, 04:03 AM:name=WhiteZero)--><div class='quotetop'>QUOTE (WhiteZero @ Jun 14 2009, 04:03 AM) <a href="index.php?act=findpost&pid=1712232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The "Tools" podcast video talks about how models should/need to go through compiling in order to be optimized for gameplay, for example.<!--QuoteEnd--></div><!--QuoteEEnd-->
    man, model compiling is a total different matter to map compiling. Model creation pipeline is totally not intersecting with mapping production: you model a mesh in 3D studio/maya/softimage and compile it, then a renderer (be it editor 3d view or game engine) can use it on the fly.

    Map files are just text files with a lot of vertices and coordinates. I don't know how data is stored in a bsp, but don't be fooled by the dev-blog about vising: it's widely known that you can de-compile bsps, so in the worst case scenario they de-compiled the map in analysis and fed the raw data in the new engine that works on the fly.

    From the little i know btw, dynamic engines "compile" the brush data on the fly (i remember the guys of Serious Sam 2 talking about this - don't remember the tech name for this), that is just coordinates of vertices and texture position on faces. Then culling and light calculations are done at run-time <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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