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HPL3 - Printable Version

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RE: HPL3 - Seneth - 06-05-2015

May I ask you ? Can we make with Terrain editor a Cave ? I mean Like in CryEngine editor , You can make hole in terrain and then you can edit a hole (cave) Or like Far Cry editor . You make hole and then you can use some object ( cliffs, rocks).. And Can you show some making of or timelapse video ? like Amnesia TDD timelapse Big Grin


RE: HPL3 - Romulator - 06-06-2015

(06-05-2015, 07:12 PM)Seneth Wrote: May I ask you ? Can we make with Terrain editor a Cave ? I mean Like in CryEngine editor , You can make hole in terrain and then you can edit a hole (cave) Or like Far Cry editor . You make hole and then you can use some object ( cliffs, rocks).. And Can you show some making of or timelapse video ? like Amnesia TDD timelapse Big Grin

Unlikely. Penumbra and Amnesia relied on solid, static objects that were made and imported into the editor. Specific terrain models that you require are made with third party modelling software, not necessarily "on-the-go" within the Level Editor.

By all means though, in a modelling program such as Blender or Maya, make a terrain or cave suitable, then export it, texture it and import it into the editor and build around it. That's the likely approach you'll need to take (Use the Model Viewer or Import the zimmerman terrain from static_objects > outside)

Also, HPL is not necessarily an engine with large amounts of capability outside of the scope of whichever game you're associating it with. In the case of HPL3, I have doubts that a terrain editor is needed for SOMA, since the game takes place in an underwater research facility.

Edit: Also, yes you can record yourself. There may be specific timelapse software, or you can use programs like FRAPS or Open Broadcast Software (OBS) to record what you are doing, then speed up the video in a video editor.


RE: HPL3 - Paddy™ - 08-01-2015

Added Tessellation to the list of HPL3 features, as mentioned by Thomas in this interview:

Thomas Grip Wrote:We were planning on using tessellation to get detail offset mapping on the terrain, but we ran out of time to update the art to support it. It is in the engine though, so modders will be able to play around with it.



RE: HPL3 - jmitchell - 09-02-2015

Something that's just occurred to me, will HPL3's tools and documentation be available on SOMA's launch? I'm guessing not immediately, and until then one could just poke around the game's .hps files for the new function names. Still, a close ETA would be nice, especially with all the new features that have been added.


RE: HPL3 - Romulator - 09-03-2015

(09-02-2015, 11:01 PM)jmitchell Wrote: Something that's just occurred to me, will HPL3's tools and documentation be available on SOMA's launch? I'm guessing not immediately, and until then one could just poke around the game's .hps files for the new function names. Still, a close ETA would be nice, especially with all the new features that have been added.

I wasn't around for Amnesia's launch, but my best guess is that the tools will be made available straight away, and the documentation perhaps shortly after. It will mostly come down to when the wiki is updated by Frictional Games.


RE: HPL3 - Newsman Waterpaper - 09-03-2015

Has there been any information on when HPL3's development tools will be released?


RE: HPL3 - Slanderous - 09-03-2015

(09-03-2015, 09:27 PM)Newsman Waterpaper Wrote: Has there been any information on when HPL3's development tools will be released?

I believe that in one of the interviews (the E3 one?) Aaron said they'll be out from day one.


RE: HPL3 - PathOS - 09-03-2015

If they said, IIRC, that the game is "mod-able on Day 1" then the tools and notes to support it should be available then at launch by that logic.


RE: HPL3 - OminousHorror - 09-07-2015

I can't wait to see all the creative mods that will be coming out when the engine is released!!


RE: HPL3 - Thomas - 09-08-2015

All editors and mod support will be in on day-one!