Difference between revisions of "Orange Box"

From Valve Developer Community
Jump to: navigation, search
(Added phong improvements, HWM and wrinkle map features)
 
(15 intermediate revisions by 8 users not shown)
Line 1: Line 1:
 +
{{otherlang2
 +
| noborder=true
 +
| es = Orange Box:es
 +
| ru = Orange Box:ru
 +
}}
 +
 
{{toc-right}}
 
{{toc-right}}
  
The '''Orange Box engine branch''' was released in 2007 with the Orange Box (Ep2, Portal, TF2). It existed side-by-side with the [[Left 4 Dead (engine branch)|Left 4 Dead branch]] until 2011, when it was obsoleted by the release of [[Portal 2]].
+
The '''Source 2007''' engine branch (formerly '''Orange Box engine branch''') was released in 2007 with the Orange Box (Episode Two, Portal, Team Fortress 2). It existed side-by-side with the [[Left 4 Dead (engine branch)|Left 4 Dead branch]] until 2011, when it was obsoleted by the release of {{Game link|Portal 2}}.
  
The OB builds on the original HL2 branch, requiring its content installed to work.
+
The Orange Box builds on the original Half-Life 2 branch, requiring its content installed to work.
  
 
== Versions ==
 
== Versions ==
  
There are actually two Orange Box branches, referred to in the SDK Launcher as Source '2007' and '2009'. The 2009 branch does not have a different feature set, but is incompatible with 2007 due to various under-the-bonnet changes (which include a different [[SteamID]] scheme and Mac OS X compatibility).
+
There are actually four Orange Box branches, referred to in the SDK Launcher as Source '2006', '2007', '2009' and 'MP'. The 2009 and MP branches do not have a different feature set, but are incompatible with 2007 due to various under-the-bonnet changes (which include a different [[SteamID]] scheme and Mac OS X compatibility).
  
 
== Features ==
 
== Features ==
  
New since the [[Episode One (engine branch)|Episode One branch]] is:
+
New since the [[Source 2006]] engine branch is:
  
 
=== 2007 ===
 
=== 2007 ===
Line 21: Line 27:
 
; [[env_projectedtexture|Shadow mapping]]
 
; [[env_projectedtexture|Shadow mapping]]
 
: A modern dynamic lighting and shadowing technology.
 
: A modern dynamic lighting and shadowing technology.
 +
; [[HDR|Improved High Dynamic Range rendering]]
 +
: Remade HDR tonemapping that better fits outdoor scenes.
 +
; [[SFM/Introduction_To_HWM|Hardware Morph (HWM) flexes]] and [[Wrinklemaps|Wrinkle maps]]
 +
: A powerful facial animation system, with textures that add fine wrinkling detail to the face during flex animation.
 
; [[$distancealpha|Alpha to coverage]]
 
; [[$distancealpha|Alpha to coverage]]
 
: Vector-like edges to raster images, fast.
 
: Vector-like edges to raster images, fast.
Line 26: Line 36:
 
: For a more realistic illusion of a 3D surface.
 
: For a more realistic illusion of a 3D surface.
 
; [[$seamless_scale|Automatic displacement texturing]]
 
; [[$seamless_scale|Automatic displacement texturing]]
: Avoids ugly stretching.
+
: Mitigates texture stretching across displacement surfaces.
 +
; [[$phong#Colours|Phongwarp textures and other Phong improvements]]
 +
: New features for Phong such as a texture that warps Phong highlights, used to create the Hunter's iridescence.
 +
; [[Material_optimization#Conditional_statements|Conditional statements]]
 +
: New conditional statements for use in [[materials]] to optimize them for lower-end machines.
 +
; [[func_viscluster|Visclusters]]
 +
: A new entity to be placed in large open areas with unbroken visiblity, reducing compile times.
 
; [[Maplist Thumbnails]]
 
; [[Maplist Thumbnails]]
 
: A console-oriented [[server browser]] UI.
 
: A console-oriented [[server browser]] UI.
Line 35: Line 51:
  
 
; Mac OS X support
 
; Mac OS X support
: Source code is probably not going to be released to mod authors.
+
; Particle system adjustments
 +
: Particles can now render [[Particle_System_Renderers#render_blobs|blobs]] and [[Particle_System_Renderers#render_models|models]].
 +
; Disable [[phys_bone_follower]]s
 +
: <code>phys_bone_follower</code>s can now be disabled on dynamic props for performance gains and lower entity counts.
  
 
== Availability ==
 
== Availability ==
Line 43: Line 62:
 
* [[Source SDK Base 2007]] (formerly ''Source SDK Base - Orange Box'')
 
* [[Source SDK Base 2007]] (formerly ''Source SDK Base - Orange Box'')
  
Gamecode for the 2007 branch is included in the SDK.
+
Gamecode for the 2007 branch is included in the now-deprecated Source SDK app.
 
 
=== Source 2009 ===
 
 
 
* [[Half-Life 2: Episode Two]]
 
* [[Portal]]
 
* [[Team Fortress 2]]
 
* [[Half-Life 2]]
 
* [[Half-Life 2: Deathmatch]]
 
* [[Half-Life 2: Episode One]]
 
* [[Counter-Strike: Source]]
 
* [[Day of Defeat: Source]]
 
* [[Garry's Mod]]
 
 
 
2009 source code is not available.
 
  
[[Category:Engine branches]]
+
{{Branch-navbox}}

Latest revision as of 02:07, 21 December 2019

Español Русский

The Source 2007 engine branch (formerly Orange Box engine branch) was released in 2007 with the Orange Box (Episode Two, Portal, Team Fortress 2). It existed side-by-side with the Left 4 Dead branch until 2011, when it was obsoleted by the release of [Portal 2] Portal 2.

The Orange Box builds on the original Half-Life 2 branch, requiring its content installed to work.

Versions

There are actually four Orange Box branches, referred to in the SDK Launcher as Source '2006', '2007', '2009' and 'MP'. The 2009 and MP branches do not have a different feature set, but are incompatible with 2007 due to various under-the-bonnet changes (which include a different SteamID scheme and Mac OS X compatibility).

Features

New since the Source 2006 engine branch is:

2007

Threading
Logic, rendering and audio have been threaded for performance gains in multi-core environments.
Soft particles
An all-new, artist-driven particle system.
Shadow mapping
A modern dynamic lighting and shadowing technology.
Improved High Dynamic Range rendering
Remade HDR tonemapping that better fits outdoor scenes.
Hardware Morph (HWM) flexes and Wrinkle maps
A powerful facial animation system, with textures that add fine wrinkling detail to the face during flex animation.
Alpha to coverage
Vector-like edges to raster images, fast.
Self-shadowing bump maps
For a more realistic illusion of a 3D surface.
Automatic displacement texturing
Mitigates texture stretching across displacement surfaces.
Phongwarp textures and other Phong improvements
New features for Phong such as a texture that warps Phong highlights, used to create the Hunter's iridescence.
Conditional statements
New conditional statements for use in materials to optimize them for lower-end machines.
Visclusters
A new entity to be placed in large open areas with unbroken visiblity, reducing compile times.
Maplist Thumbnails
A console-oriented server browser UI.
Xbox 360 support
Of little use to modders, needless to say!

2009

Mac OS X support
Particle system adjustments
Particles can now render blobs and models.
Disable phys_bone_followers
phys_bone_followers can now be disabled on dynamic props for performance gains and lower entity counts.

Availability

Source 2007

Gamecode for the 2007 branch is included in the now-deprecated Source SDK app.