Alien Swarm engine branch: Difference between revisions
Jump to navigation
Jump to search

Deprecated (talk | contribs) (Added features, added Source Filmmaker to availability section, replaced reference link with archived version) |
Kestrelguy (talk | contribs) m (added language bar.) |
||
| Line 1: | Line 1: | ||
The '''Alien Swarm engine branch''' was released in 2010 with {{ | {{lang|{{PAGENAME}}}} | ||
The '''Alien Swarm engine branch''' was released in 2010 with {{as|4}}. It succeeds the {{l4dbranch|4}} and precedes the [[Portal 2 (engine branch)|Portal 2 engine branch]].[[#References|[1]]] | |||
==Features== | ==Features== | ||
New since | New since {{l4dbranch|2}} is: | ||
; [[Swarm TileGen|TileGen]] | ; [[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. | : 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. | ||
| Line 14: | Line 15: | ||
: Numerous entities have been improved and have new features, such as {{ent|env_fire}} and {{ent|env_projectedtexture}}. | : 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_(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 {{ | : Water now supports the ability to use a base texture layer that is flowed using a flow map. This implemention is less advanced than {{Portal2|2}}'s, however. | ||
; [[Lightmap]] influence on [[$envmap|cubemapped]] materials | ; [[Lightmap]] influence on [[$envmap|cubemapped]] materials | ||
: Lightmaps can now tint cubemap reflections in the {{ent|LightmappedGeneric}} shader. | : Lightmaps can now tint cubemap reflections in the {{ent|LightmappedGeneric}} shader. | ||
Revision as of 09:29, 6 May 2022
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 engine branch 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 Template:Game link.