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Other Source to Unity

Discussion in 'Development' started by Sixx, Jan 12, 2019.

  1. Sixx

    Sixx presidential #1 Moderator Legend

    Already posted on nebulous, but figured it would be cool to post here too.

    Hi guys, I posted not to long ago about my Mocap work, recently I wanted to try some more in-engine stuff, namely in Unity itself. I also wondered - is there a way to port source maps into Unity? I pondered on it for a while, and since I already use 3DS Max for a lot of my work and I already knew about the various plugins mapper such as TopHat use for it, I decided to give it a crack.

    For the most part, it's been successful!

    I already did some of this on rp_city8, which you can find below, but I wanted to try a map that had more internal detail - props and the like, so I picked out rp_necro_forest and gave it a crack. It's a fairly lengthy process to go through so I won't be detailing it here, but it works, and it looks okay!
    [​IMG]
    [​IMG]
    [​IMG]

    It has a lot of kinks that need to be ironed out - for one, decals don't show up, so a lot of detail that the mapper had intended such as writing on the walls is out the window. The lighting is also VASTLY superior on Source compared to Unity at base level; I could obviously pour a million hours into making everything look super duper nice, but this is more of just a technical test rather than a "look how nice this looks" type thread.
    [​IMG]

    Above image is in Unity, below is how it appears in Garry's Mod on max settings @ 1920x1080.

    [​IMG]
    [​IMG]
    [​IMG]

    I tried to replicate the angles as best I could, though it's obvious that Garry's Mod has a wider field of view than the default Unity FPS Controller does. I could set it wider, but this would tank the frames, since in Unity you need to optimize everything manually, so things like occlusion (which is basically when the engine only renders what's in front of you up to a certain distance) come massively into play when making the FPS playable). Plus, without the handy source tool of cl_pos, it's hard to do exactly, but I think I got it right enough.

    [​IMG]
    [​IMG]

    Before anybody asks, this is kind of a game, I added some zombies in which wander around a navmesh and chase the player and take health away within a certain distance (all animated, too!). The objective is to wander the map and find letters which lead you to a key, which unlocks a gate to an extraction zone. It's all very basic and not worth uploading, but I did a neat menu, which you can see below.
    [​IMG]
    An intro sequence plays before showing this menu, which shows two playable characters. I added localisation support using XML seralization with C# for French and Spanish too, which changes every word in the game with a translation.
    [​IMG]
    When you press Play, the camera pans into the two playable characters, each with different stats. When you hover over them, they stand up, and when you hover off of them, they sit back down. The animation is pretty buggy, but it's cool to watch.

    Another thing worth noting, the images you're seeing from Unity have basic post processing attached to them, meaning that the reason the images are so "blue" is because I wanted to make it so. The shadows are all rendered in-engine and provide better definition with ambient occulsion enabled compared to Source, which I think is cool. However, the lighting and colours definitely pop more in Source, so it sorta balances out quality-wise.

    [​IMG]

    I think the differences between the two engines are shown quite clearly here - Unity does have a "spotlight" type of light which shines light in a very similar way to the above image, but I wanted to go for area lights instead, otherwise this may have looked nicer. The rug is also removed - again, decals don't show up in Unity.

    [​IMG]

    Making this post and making direct comparisons between the two engines should show you just how marvelous Source actually is; not only is it fantastically optimised (those who say otherwise don't have a clue what they're talking about), but the level of detail you can get in Source with the right tools and a good imagination is astounding. Remember that next time you complain about a lack of Source 2!

    Can't wait for S&Box :p
     
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  2. Aspect

    Aspect Damn, okay. Veteran Active Member

    That looks amazing! Keep it up!
    Make standalone HL2RP pls
     
    • Like Like x 1
  3. Savvyge Investments

    Savvyge Investments Clockwork Customer

    Careful with Unity in the future lad. Not clear if this will affect much but,

     

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