Portal 2 engine branch: Difference between revisions
		
		
		
		
		
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Kestrelguy (talk | contribs) m (mostly some minor formatting changes.)  | 
				Deprecated (talk | contribs)   (Added world portals, finished base texture water flow and PS3 support features to the feature list, rewrote blob particles feature description)  | 
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| Line 7: | Line 7: | ||
; Improved [[W:shadow mapping|shadow mapping]]  | ; Improved [[W:shadow mapping|shadow mapping]]  | ||
: The entity {{ent|env_projectedtexture}} is significantly improved. Compared to previous implementations, it has higher default resolution, better edge filtering and support for the caching of shadows from static objects.  | : The entity {{ent|env_projectedtexture}} is significantly improved. Compared to previous implementations, it has higher default resolution, better edge filtering and support for the caching of shadows from static objects.  | ||
; [[Vgui_movie_display | Video playback]] on [[material]]s  | |||
: Added support to render [[Wikipedia:Bink Video|Bink Video]] in-game on surfaces.  | |||
; [[render_blobs|Blob particles]]  | |||
: A particle renderer that renders blobs of liquid, used for paint gel in Portal 2.  | |||
; [[linked_portal_door|World portals]]  | |||
: World portals that can seamlessly link together seperate parts of the world. This feature is exclusive to this engine branch.  | |||
; [[Soundscripts#Operator_stacks|Sound operators]]  | ; [[Soundscripts#Operator_stacks|Sound operators]]  | ||
: For defining complex audio behaviour.  | : For defining complex audio behaviour.  | ||
; [[  | ; [[Water_(shader)#Basetexture_Flow|Finished water debris flow]]  | ||
:   | : The base texture water flow feature from the Alien Swarm engine branch has been finished, with [https://steamcdn-a.akamaihd.net/apps/valve/2011/gdc_2011_grimes_nonstandard_textures.pdf#page=23 flowed normals now distorting color lookup and the flow map's alpha channel controlling color map opacity.]  | ||
;   | ; {{PS2}} PS3 Support  | ||
:   | : Of little use to modders, needless to say!  | ||
== Availability ==  | == Availability ==  | ||
Revision as of 18:47, 6 July 2022
The 
 Portal 2 engine branch was introduced with 
 Portal 2 in 2011. It succeeded the 
 Alien Swarm engine branch and was superseded by the 
 CS:GO engine branch.
Features
New since the 
 Alien Swarm engine branch is:
- Improved shadow mapping
 - The entity env_projectedtexture is significantly improved. Compared to previous implementations, it has higher default resolution, better edge filtering and support for the caching of shadows from static objects.
 - Video playback on materials
 - Added support to render Bink Video in-game on surfaces.
 - Blob particles
 - A particle renderer that renders blobs of liquid, used for paint gel in Portal 2.
 - World portals
 - World portals that can seamlessly link together seperate parts of the world. This feature is exclusive to this engine branch.
 - Sound operators
 - For defining complex audio behaviour.
 - Finished water debris flow
 - The base texture water flow feature from the Alien Swarm engine branch has been finished, with flowed normals now distorting color lookup and the flow map's alpha channel controlling color map opacity.
 
 PS3 Support- Of little use to modders, needless to say!
 
Availability
Source code for this branch is not available. However, authoring tools exist for custom content.