Sorry for the intrusion, people keep emailing me links to here or other forums whenever my name is mentioned..... not too sure why....
Bumps maps in Plasma are available, and pretty easy to use, if you are using the plugin for Max. the Plasma Docs that Chogon released along with the original plugin, while not too detailed on the subject, do show you how to use it. I've never gotten it to work with Blender and the old PyPRP plugin (but that only means I don't know how to do it that way).
Jojon wrote:One might also keep in mind the number of people complaining about Valve software sticking to their "antiquated" Source engine.
Sure; Plasma hasn't seen the same amount of updates as Source, but the situation is strikingly similar, with components, sometimes key components, being switched out and incompatible files.
Heck, to me, personally; working with PyPRP, all in one tool (Blender), feels like a breeze, compared to the clunky Hammer and its companion programs.
It seems to me that working with Valve's (current - new tool are on the way, supposedly) SDK, is perfectly ok and easy as long as you are only using existing assets -- once you get around to adding custom material. you have to start jumping between applications and editing text files.
Incidently we supposedly do have normal maps (...which some may argue have been superceded, along with parallax
) in Plasma, although I have never been able to get it to work as expected.
As far as I can see (working with PrpShop), I have had the material set up exactly as the ones in Gira, but while I do see slightly different lighting across the map, it's not enough. Still wondering what I may be missing.
You can make new assets to use in the Hammer Editor just fine: Make it in Blender or Max, export as .obj file. Import into XSI Mod Tool 6.0 (free from Autodesk), and then export it to the Hammer Editor using the plugin that comes with it for Valve's Hammer Editor. Keep in mind however, Source is a BSP brush based engine. Almost all of your terrain and buildings you make using BSP brushes in Hammer. Static meshes that you make in Blender / Max are for smaller models (deco stuff). Yes, you can use their assets, but you are not limited to them. You can make your very own textures too, but they use a special format.
But you use, using the Hammer Editor, you are making maps for specific games by Valve: Team Fortress 2, Half-Life 2, Left 4 Dead, Portal. Not making your own game.
UDK and CryEngine on the other hand, while you can use them to make things for existing games made by Unreal and CryTek, what both of those are for, like Unity, is to create your very own game. And no, it doesn't have to be a "Shooter" one either.
One of the main differences between UDK and CryEngine compared to Plasma, is the lighting system. Both UDK and CryEngine use something that Unreal calls "Lightmass", where as Plasma uses what is now called by most people out there "Legacy Lighting" (meaning "the old way", heheh). What really impressed me with the newer system was how you can use a model with a texture as an actual light! The old way, you have the model there, but will need to put in a light source too:
Neolbah's basement in Plasma:
Neolbah's basement in UDK:
Lightmass makes it to where outside scenes really only need one light (the sun), and it is able to light up everything, calculate correct shadow placement, bounce and scatter:
Serene in Plasma:
Serene in CryEngine:
What is important though is that you, the Artist, Content Creator, game designer, work with what it is you like to work in, what makes you feel more at ease, etc. If Plasma is where you feel at home, then by all means, please, do your work in Plasma and support the community here. If your interest lay elsewhere, then again, go to where you feel is better for you to work in.
If Plasma were to ever be upgraded with it's graphics, including a system like Lightmass, I would most likely come back to Plasma in a heartbeat. But that would be a huge change to the engine. And with the devs here on the small side, over worked, and all of them have limited time, don't expect changes like that any time soon.
Bottom line however is: work where you feel at ease and have fun with. After all, you don't want the work to actually be like "Work"! hehehehe, it's suppose to be fun instead.
BTW - it's Andy Legate, hehehehe.
Oh! and PS - I wouldn't put me up on a shrine like that. I've not put anything new out in a very long time, and I only know as much as I do simply from time of working on things is all.