Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Engine Capabilities
grahfcard Offline
Junior Member

Posts: 12
Threads: 1
Joined: Sep 2010
Reputation: 0
#31
RE: Engine Capabilities

Can you import textures/objects from the Penumbra series? It's a bit farfetched, but it'd be awesome.
09-11-2010, 04:35 PM
Find
Doiphin Offline
Junior Member

Posts: 4
Threads: 0
Joined: Sep 2010
Reputation: 0
#32
RE: Engine Capabilities

(09-11-2010, 04:35 PM)grahfcard Wrote: Can you import textures/objects from the Penumbra series? It's a bit farfetched, but it'd be awesome.

Amnesia uses the same base engine as Penumbra last I checked. Despite sounding a little far fetched, I think something like this is actually highly possible to implement if the developers want to.
If this was the case I feel it would be beneficial that in order to have access to the assets, you will need to both own and have Penumbra installed on the computer that is running the editor. This goes the same when playing a level that was created by someone that used assets from Penumbra in Amnesia.
09-13-2010, 05:18 PM
Find
MulleDK19 Offline
Senior Member

Posts: 545
Threads: 21
Joined: Jun 2009
Reputation: 10
#33
RE: Engine Capabilities

(09-13-2010, 05:18 PM)Doiphin Wrote: Amnesia uses the same base engine as Penumbra last I checked.

No, it uses a new engine written from scratch.

Both engines uses Collada, though, so you could possibly import the models, with a few changes.


But it wouldn't be legal in either way.

[Image: 16455.png]
09-13-2010, 05:25 PM
Find
grahfcard Offline
Junior Member

Posts: 12
Threads: 1
Joined: Sep 2010
Reputation: 0
#34
RE: Engine Capabilities

That's too bad, I guess.
09-13-2010, 05:34 PM
Find
Doiphin Offline
Junior Member

Posts: 4
Threads: 0
Joined: Sep 2010
Reputation: 0
#35
RE: Engine Capabilities

(09-13-2010, 05:25 PM)MulleDK19 Wrote:
(09-13-2010, 05:18 PM)Doiphin Wrote: Amnesia uses the same base engine as Penumbra last I checked.

No, it uses a new engine written from scratch.

Both engines uses Collada, though, so you could possibly import the models, with a few changes.


But it wouldn't be legal in either way.

Ah ok. I just had a look online and found that the Penumbra series uses the HPL Engine 1, while Amnesia uses the new and improved HPL Engine 2.

http://en.wikipedia.org/wiki/HPL_Engine
http://www.frictionalgames.com/site/about

I'm not very knowledgeable on the subject, but I usually wouldn't see many limitations if it's just importing models despite the engine difference. That is unless we say that the HPL Engine 2 is indeed built from scratch and not heavily modified (why build something from scratch again when you can use what you have to help save an incredible amount of time and effort?).
09-13-2010, 05:37 PM
Find
thePyro13 Offline
Junior Member

Posts: 24
Threads: 0
Joined: Sep 2010
Reputation: 0
#36
RE: Engine Capabilities

It depends on whether the two games use the same model format.

And their is the legal issue of using models and textures that are both, not yours and not provided with the tools.
09-14-2010, 05:24 AM
Find
MulleDK19 Offline
Senior Member

Posts: 545
Threads: 21
Joined: Jun 2009
Reputation: 10
#37
RE: Engine Capabilities

(09-13-2010, 05:37 PM)Doiphin Wrote:
(09-13-2010, 05:25 PM)MulleDK19 Wrote:
(09-13-2010, 05:18 PM)Doiphin Wrote: Amnesia uses the same base engine as Penumbra last I checked.

No, it uses a new engine written from scratch.

Both engines uses Collada, though, so you could possibly import the models, with a few changes.


But it wouldn't be legal in either way.

Ah ok. I just had a look online and found that the Penumbra series uses the HPL Engine 1, while Amnesia uses the new and improved HPL Engine 2.

http://en.wikipedia.org/wiki/HPL_Engine
http://www.frictionalgames.com/site/about

I'm not very knowledgeable on the subject, but I usually wouldn't see many limitations if it's just importing models despite the engine difference. That is unless we say that the HPL Engine 2 is indeed built from scratch and not heavily modified (why build something from scratch again when you can use what you have to help save an incredible amount of time and effort?).

It is rewritten from scratch.

There are various reasons. Slobby coding in the old engine, or simply because it's easier, etc.



(09-14-2010, 05:24 AM)thePyro13 Wrote: It depends on whether the two games use the same model format.

And their is the legal issue of using models and textures that are both, not yours and not provided with the tools.

Both HPL and HPL2 uses Collada for both maps and models, but I doubt both engines uses the same properties for entities, etc.

The HPL1 viewer is not capable of viewing HPL2 models.

[Image: 16455.png]
09-14-2010, 12:10 PM
Find
Doiphin Offline
Junior Member

Posts: 4
Threads: 0
Joined: Sep 2010
Reputation: 0
#38
RE: Engine Capabilities

http://www.facepunch.com/showpost.php?p=...count=1013

Wanting to bump thread. Major slowdown reported indeed from a user I know. Surprised that the engine is stable with this many enemies on screen.
09-16-2010, 10:55 PM
Find
Sexbad Offline
Posting Freak

Posts: 1,197
Threads: 40
Joined: Jun 2009
Reputation: 18
#39
RE: Engine Capabilities

Is it possible to program new kinds of light sources, like maybe a sunlight source?

[Image: jao3z.jpg]
09-17-2010, 03:03 AM
Website Find
Thomas Offline
Frictional Games

Posts: 2,634
Threads: 184
Joined: Apr 2006
Reputation: 68
#40
RE: Engine Capabilities

(09-17-2010, 03:03 AM)Lee Wrote: Is it possible to program new kinds of light sources, like maybe a sunlight source?
Not trivially. There might be some way to hack the shader files, but it would require some sneaky and hackish stuff.
09-17-2010, 11:04 AM
Find




Users browsing this thread: 1 Guest(s)