
- HOW TO MAKE SOURCE FILMMAKER RUN FASTER INSTALL
- HOW TO MAKE SOURCE FILMMAKER RUN FASTER MODS
- HOW TO MAKE SOURCE FILMMAKER RUN FASTER CODE
The one thing I really hope they keep more or less unchanged from past Half-Life games is the control scheme. Even though I would be content with Source 1, the potential room for new-age technology coming straight from Valve is enthralling, to say the least.
HOW TO MAKE SOURCE FILMMAKER RUN FASTER MODS
I know lighting tech has come a long way, Hammer has a steep learning curve, and BSP is a difficult format to work with if you’re not building rectangular rooms (such as in Portal), but even now I play the original Half-Life 2 and its various community mods (many of which are really stunning) and I find myself feeling as though first-person-shooter controls simply do not get any better on PC.Īll that having been said, the idea of a true successor to (as opposed to a new iteration of) Source deeply excites me. I’m probably one of the only people out there who would be wholly content with the next Half-Life game running on the current Source Engine.
HOW TO MAKE SOURCE FILMMAKER RUN FASTER CODE
But I’ll be keeping my eyes and ears open within the foreseeable future, so stay tuned!Ĭredit to Gamerman12 for the tip, and to ValveTime for unearthing the other major code segment. Not sure what it all means, and only time can tell. New-found revelations towards the franchise’s fate and destiny colossal concept art leaks and an assortment of bizarre hints towards Half-Life in some of Valve’s other games. Still, I’ve gotta say – it’s been an interesting couple of months to be a Half-Life fan. Better integration and support for an assortment of 3D development programs could only be one side of the whole dealio. It certainly seems as if Valve has some impressive stuff brewing behind the scenes, on the toolset-related front.
HOW TO MAKE SOURCE FILMMAKER RUN FASTER INSTALL
In the ui subfolder, there’s a Qt layout file for a modo plugin install screen of some sort (modotoolsinstalldlg.ui) In sdktoolspythongloballibsite-packagesvproj, there’s “modoConfig.py” and in vprojUI.py there’s tons of modo-related stuff there. With regards to better tools and new engine integration, here’s this to chew on: It appears they’re using the Maya model format, which in my opinion lends further credence to the possibility of a new engine (considering the fact that native Maya support on the Source engine is notably painful)… but don’t take my word for it, I’m not much of an expert when it comes to this stuff.īut according to Walropodes, that ain’t the end of any interesting tech-related finds in the SFM files. The EP3 reference from line 49 is also rather interesting. In fact, I’ve thought so for quite some time, but this is the first real confirmation that it might actually be out there, and it’s all pretty exciting. Source, in its current form, requires a massive overhaul in order to capitalize on new tech opportunities in the next generation, and this is indisputable by this point.Īnd when you’re giving an engine such an extensive next-gen reworking, why on Earth wouldn’t you give it a separate brand and number to make it stand out? So, yes, I firmly believe that Source 2 does exist, in some form or another. Let’s first understand this: the eighth generation of video game technology is little more than one year away. The most important thing to note here is that the engine being used is explicitly and clearly noted as being “ Source 2“… which is very interesting.
