Portal 2, source engine graphics very dated ?

Wait for latest tools to be released and some good modder that will know what he is doing :wink: And then we will see what source is capable of.
Or pm that guy from cinematic mod and tell him to work on portal 2 graphics update with crappy HD models :smiley:

Honestly the Source engine can go a LOT further. Look at GoldSrc, the engine seemed completely dead but the ESF staff is making it look beautiful.

And if the level had no fogging, you’d complain that it looked funny

this thread had potential but now is ruined
cheers faggots
[COLOR=‘Black’]fucking casuals and scrubs and others

Poor gabe … plastic surgery and bodybuilding is what he need

Omg is that Gabe? He looks dead.

Every discussion? I post here maybe twice a year. LMAO.

To me, what makes a game good is how good the game is, not the graphics. I still play HL1 and I stop paying attention to the bad graphics as long as the game keeps me interested.

The source engine’s incremental upgrade system is one of the reasons why valve is one of the most successful companies on the planet, being able to do what they want, how they want, with no IPO, or share holders to bitch and no crying about “piracy is driving us to shitty consoles with 5 year old graphics chips” :frowning:
Look at the bitching in the crysis2 thread I started about how the game looks worse than the first one that came out 4 years ago.
With source, we don’t see huge changes to graphics because they release game with a slight upgrade every year or so. Play HL2 at max and then play portal 2 at max and see the difference. also, the AI is awesome. Also, there is a thread in the tech and gaming about how valve is doing a massive rewrite of their tools to sollve many of these problems

Source is just damn fine, look at Dear Esther, it runs on the Orange Box engine from '07

And to Diabeetus, you’ve been here for 12 years?

What’s bizarre about it? I really liked that.

Is the sdk out yet, that is my question! I don’t care about how short the maps will be, I just want to make them.

Yeah, I actually really liked the look of the fog. You know what would make it look even better?

Volumetric shadows. Seriously, with the cables and steel gridwork everywhere, that would look fucking awesome.

Look into his eyes. LOOK INTO THEM.

Seriously though, that’s before he got the eye surgery that saved him from being blind. :bulb:

Yeah, you’re right about this part. It’s in the larger levels (You know, the way they were in HL2) that you can see just how little the Source engine has really changed.

Almost every game since Episode 2 has really shown off how old Source really is.
Valve either needs to make some MAJOR improvements or get working on a Source 2.

What they need to do is go “to hell with the surveys” and do what they did in 2004. They didn’t care what hardware the general PC owner had at the time, they just did something amazing. Why can’t they do that again? Why can’t they at least bring the engine up to a point where they can successfully visually execute what they really want to? I could tell they were holding back with portal 2. Are they afraid?

What they really really REALLY need now is another gldsrc to source caliber leap. They have the tools to create current gen assets, they just don’t have a current gen engine.

Wikipedia said that DOTA 2 will have cloth physics.

Umm… is that all?
I guess Source 2 won’t come out w/ DOTA 2.

Actually, that’s pretty good.
“To accommodate Dota 2, Valve has worked to upgrade the Source engine to include high-end cloth simulation, as well as improved global lighting and improvements to Steamworks, which includes a wider expansion of utilities, such as player guides and the coaching system” (Biessener qut. in Wikipedia).

Why would Valve overhaul their engine for Dota? Of all things, that is probably one of the least engine demanding game types.

My issue with DOTA 2 is this: Why would one need “high-end cloth simulation” for a game like DOTA?
I mean, you have a little screen at the bottom where your character shouts stuff and looks menacing, but other than that, your avatar’s pretty small when playing the game.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.