@@primesuspect8567 You know I'm trying to find a name for this thing, I have renamed it I don't know how many times.. So how about 'Cursed3D' or 'Curstudio'
@@HobosLikeStew Uncharted 4, Half-Life Alyx and Star Wars: Battlefront (2015) look really well because of baked lighting. I am telling this as fellow lightmap hater.
This is amazing. An update for HL2 like this would make me even more excited than the RTX remix. One of my biggest hopes is getting cascade shadows and dynamic shadows in Half-Life 2 but this is even cooler. I've played around with enhancing the original HL2 models in Blender, hand creating and generating improved normals for the original textures and custom foliage and models to add a bit more natural detail to the world. Also adding more detail to buildings in Hammer. Raytracing like this would have been a dream come true! Unfortunately, just too much work for a single person like me to enhance every map, texture and prop in HL2 but I learned a lot from it. I really like the look of HL2 in this video!
Some questions about the editor you made, can it compile vmfs into bsps? If it can, does it use its own compilers or the already existing source engine ones? Can the new raytraced lighting get saved into a lightmap? And is the editor available for download? Sorry for asking so many questions, it’s just your editor looks really interesting!
Well it used too. I'm going to be honest I have not tested the vrad,vbsp, and vvis launcher in a loooooong time. To answer the lightmap question, it's currently in the works. As I said in the video this application has been asleep for a decade so I'm trying to now change my whole initial objective of this project.
I would love to see maps from the portal games (and possibly other source engine games) in this raytracer. Also what gui library are you using? It looks a bit like the old vgui library that valve made and used in their software. Is it some custom library you made or is it a third party library with some skin that makes it look like old valve ui? And what language and rendering api are you using? Oh and also are you planning to release the software somewhere?
Where do I start, both UI and application are my own effort, they are both written in the 'C' language, and the raytracer plugin in 'C++' I have a library of 30 UI controls, and it's intended to mimic the Softimage XSI interface as a dedication to it's lose and the recent death of it's creator. Make no mistake this will never be a UE5 and that's not what I'm aiming for. As for release, well it's not battle hardened so to speak, So not in the short term anyway. [edit] I'm now working on adding a pathtracer to speed up the rendering process , and consequently the modelling process.
@arcosnyoyos xsi wow I discovered again the software with a video tutorial where a valve staff shows alyx model also the original artwork with Gordon is in xsi. Nice
@@FacepalmInteractive yes unfortunately Daniel Langlois was murderer, The man and team who made possible Jurassic Park, Titanic, and many others! sad .. very sad!
These are just a few of a mountain of nodes that control all data(variables/values) attached to anything and everything you see in the modeler window. In the example you see, the primary node is connected to 2 immediate sub-nodes, the red one triggers changes to values in other nodes (in this case lighting color,intensity and state) , and the magenta one where the renderer should look for and export data paths etc...
@@kdee1428 Yes you can model/texture, not anything like Maya or Blender , basically you can model environments, but not the characters or models, you need to model those in more mature software.
What is this cursed version of hammer???
Cursed also means wicked! which it is..
Good god find a new word other than cursed
@@primesuspect8567 You know I'm trying to find a name for this thing, I have renamed it I don't know how many times.. So how about 'Cursed3D' or 'Curstudio'
@@arcosnyoyos HammeRTX 4090 8K ++
Poisonhammer, Wicked3d, ivy3d, so many good names. :)
what sort of cursed version of hammer are you running here
from what i've read in the description it's his own software, but it would be awesome to see the source code of it or at least get the binaries
@@zonea4860his own? 🤯🤯
@@zonea4860 the design looks like its from 20 years ago.
@@MarkRosOfft oh wow people making programs who would've thunk
damm you made your own raytracer and it reads .vmf ? its cool
I love how the look of it is as if Half-Life 2 was a late 90's CD-ROM adventure game with pre-rendered backgrounds.
that's a very retro looking trace, reminds me of what you'd see in graphics magazines
i call it the 3ds studio max style
Bro cooked
This is so neat! Really love the Softimage inspired interface :)
This is how I imagine hl2 looking if it released in 2005.
F.E.A.R. came out in 2005 and that's the closest you can imagine to Half_life, as both they are corridor shooters with fictional elements.
The forbidden version of hammer editor
The UI reminds me of that animation music videos (behind the scenes) called Animusic, they had their own Software and the design is similar to this.
Wow that UI is really out there, this UI is like mild by comparison. it's like tobasco vs satan's blood hot sauce!
With small cost of 12000% increase in system requirements
This is offline raytracing stored in lightmaps so it would perform pretty well. The original Mirrors Edge did this.
@@HobosLikeStew Uncharted 4, Half-Life Alyx and Star Wars: Battlefront (2015) look really well because of baked lighting. I am telling this as fellow lightmap hater.
@@HobosLikeStew All old games did this.
Why does this remind me so much of hl2 beta lighting?
Something something dark and griddy
Kinda makes half life look like doom 3
This is amazing. An update for HL2 like this would make me even more excited than the RTX remix. One of my biggest hopes is getting cascade shadows and dynamic shadows in Half-Life 2 but this is even cooler. I've played around with enhancing the original HL2 models in Blender, hand creating and generating improved normals for the original textures and custom foliage and models to add a bit more natural detail to the world. Also adding more detail to buildings in Hammer. Raytracing like this would have been a dream come true! Unfortunately, just too much work for a single person like me to enhance every map, texture and prop in HL2 but I learned a lot from it. I really like the look of HL2 in this video!
I think someone / group is working on that..
What the scallop
it's 'erm... what the scallop'
can't wait for THIS half life 2 rtx
2:29 the game called Dusk has a throwable soap bar that kills enemies on impact
I said that as a joke, but I am now laughing!
🧼
Some questions about the editor you made, can it compile vmfs into bsps? If it can, does it use its own compilers or the already existing source engine ones? Can the new raytraced lighting get saved into a lightmap? And is the editor available for download?
Sorry for asking so many questions, it’s just your editor looks really interesting!
Well it used too. I'm going to be honest I have not tested the vrad,vbsp, and vvis launcher in a loooooong time. To answer the lightmap question, it's currently in the works. As I said in the video this application has been asleep for a decade so I'm trying to now change my whole initial objective of this project.
@@arcosnyoyos Ah ok, I understand
what software is this? softimage xsi?
I would love to see maps from the portal games (and possibly other source engine games) in this raytracer. Also what gui library are you using? It looks a bit like the old vgui library that valve made and used in their software. Is it some custom library you made or is it a third party library with some skin that makes it look like old valve ui? And what language and rendering api are you using? Oh and also are you planning to release the software somewhere?
Where do I start, both UI and application are my own effort, they are both written in the 'C' language, and the raytracer plugin in 'C++' I have a library of 30 UI controls, and it's intended to mimic the Softimage XSI interface as a dedication to it's lose and the recent death of it's creator. Make no mistake this will never be a UE5 and that's not what I'm aiming for. As for release, well it's not battle hardened so to speak, So not in the short term anyway. [edit] I'm now working on adding a pathtracer to speed up the rendering process , and consequently the modelling process.
@arcosnyoyos xsi wow I discovered again the software with a video tutorial where a valve staff shows alyx model also the original artwork with Gordon is in xsi. Nice
@arcosnyoyos oh shit the creator passed away? Rip...
@@FacepalmInteractive yes unfortunately Daniel Langlois was murderer, The man and team who made possible Jurassic Park, Titanic, and many others! sad .. very sad!
Good stuff
This is really sweet! Will you ever release this?
Awesome
Is there any new thing in this software of yours ?
Kraftman studio?
those nodes in magenta and red colors at the bottom left... what are they for?
These are just a few of a mountain of nodes that control all data(variables/values) attached to anything and everything you see in the modeler window. In the example you see, the primary node is connected to 2 immediate sub-nodes, the red one triggers changes to values in other nodes (in this case lighting color,intensity and state) , and the magenta one where the renderer should look for and export data paths etc...
@arcosnyoyos woooww!! Also can you do some modelling in it something similar to maya/blender or your software is just for rendering?
@@kdee1428 Yes you can model/texture, not anything like Maya or Blender , basically you can model environments, but not the characters or models, you need to model those in more mature software.
@@arcosnyoyos ohh cool then
124
it's 10-4