Alien Swarm engine branch: Difference between revisions
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Deprecated (talk | contribs) (Added features, added Source Filmmaker to availability section, replaced reference link with archived version) |
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The '''Alien Swarm engine branch''' was released in 2010 with {{Game link|Alien Swarm}} | The '''Alien Swarm engine branch''' was released in 2010 with {{Game link|Alien Swarm}}. It succeeds the [[Left 4 Dead (engine branch)|Left 4 Dead engine branch]] and precedes the [[Portal 2 (engine branch)|Portal 2 engine branch]].[[#References|[1]]] | ||
==Features== | |||
New since Left 4 Dead 2 is: | |||
; [[Swarm TileGen|TileGen]] | |||
: A new quick-build mapping tool. Level designers create connectible rooms and corridors which can be arranged either by hand or programmatically. TileGen maps can be played in-editor, and/or can be exported to Hammer for further refinement.illuminate an entire scene. | |||
; [[VTF#Version history|VTF]] version 7.5 and [[PCF#File Format|PCF]] version Binary 5 PCF 2 | |||
: The latest versions of Source's texture and particle formats. | |||
; [[env_dof_controller|Depth of field]] | |||
: A real-time depth of field shader blurs backdrop scenery. | |||
; [[Vertex animation]] | |||
: The ability to animate vertexes directly is now supported. | |||
; Various entity improvements | |||
: Numerous entities have been improved and have new features, such as {{ent|env_fire}} and {{ent|env_projectedtexture}}. | |||
; [[Water_(shader)#Basetexture_Flow|Water debris flow]] | |||
: Water now supports the ability to use a base texture layer that is flowed using a flow map. This implemention is less advanced than {{Game link|Portal 2}}'s, however. | |||
; [[Lightmap]] influence on [[$envmap|cubemapped]] materials | |||
: Lightmaps can now tint cubemap reflections in the {{ent|LightmappedGeneric}} shader. | |||
; [[Steamworks]] integration | |||
: Unclear how useful this will be, as currently Steamworks distribution is required to implement persistence, Steam Cloud, achievements, etc. | |||
== Availability == | == Availability == | ||
* | * {{Game link|Alien Swarm}} | ||
* {{Game link|Source Filmmaker}} | |||
Gamecode for this branch is included in the {{Game link|Alien Swarm SDK}}. | Gamecode for this branch is included in the {{Game link|Alien Swarm SDK}}. | ||
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== References == | == References == | ||
1. [http://forums.steampowered.com/forums/showthread.php?t=1365797 Alien Swarm FAQ] | 1. [https://web.archive.org/web/20150914174806/http://forums.steampowered.com/forums/showthread.php?t=1365797 Alien Swarm FAQ] | ||
{{Branch-navbox}} | {{Branch-navbox}} |
Revision as of 18:17, 20 December 2019
The Alien Swarm engine branch was released in 2010 with Alien Swarm . It succeeds the Left 4 Dead engine branch and precedes the Portal 2 engine branch.[1]
Features
New since Left 4 Dead 2 is:
- TileGen
- A new quick-build mapping tool. Level designers create connectible rooms and corridors which can be arranged either by hand or programmatically. TileGen maps can be played in-editor, and/or can be exported to Hammer for further refinement.illuminate an entire scene.
- VTF version 7.5 and PCF version Binary 5 PCF 2
- The latest versions of Source's texture and particle formats.
- Depth of field
- A real-time depth of field shader blurs backdrop scenery.
- Vertex animation
- The ability to animate vertexes directly is now supported.
- Various entity improvements
- Numerous entities have been improved and have new features, such as env_fire and env_projectedtexture.
- Water debris flow
- Water now supports the ability to use a base texture layer that is flowed using a flow map. This implemention is less advanced than
Portal 2 's, however.
- Lightmap influence on cubemapped materials
- Lightmaps can now tint cubemap reflections in the LightmappedGeneric shader.
- Steamworks integration
- Unclear how useful this will be, as currently Steamworks distribution is required to implement persistence, Steam Cloud, achievements, etc.
Availability
Gamecode for this branch is included in the Alien Swarm SDK .