Alien Swarm engine branch: Difference between revisions
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Deprecated (talk | contribs) (Added engine branch navigation box, added game link templates where applicable) |
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 17:17, 20 December 2019
The Alien Swarm engine branch was released in 2010 with Template:Game link. 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 Template:Game link'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 Template:Game link.