Not a fan of CS, but the lighting system in CSGO is immensely better.
Not a fan of CS, but the lighting system in CSGO is immensely better.
Half-Life 2's lighting is fucking beautiful.
Yea but the way Valve used it in some places sucks.
Half-Life 2 (Nov 2004) Vs Modern Warfare 2 (Nov 2009) and Black Ops (Nov 2010)...
Well, if all the bottles in there would be physics/interactive props, that would make for about 100 props in a really tiny space. I don't think the pc/console would like that many physics props moving around at the same time. Still, it looks pretty lazy.
They could still make it so the bottles on the shelves are static props until interacted with, after which they become physic props ?
or they could at least just disappear after being shot, ala duke3D
They could at least have the courtesy to have them shatter!
Half-Life 2 had some of its own development cons as well. A lot of the windows in urban areas are simply textures and have concrete decals when shot. Some objects' hitboxes were lazily done, such as the bed frame in the video above (4:19). It's also ironic how he mentions the amazing physics at the same time his barrel effortlessly clips through the ragdoll at 3:25. And who can forget the magical dust sprouting from NPCs when you throw an object at them? Sure, Half-Life 2's quality is still great nonetheless, especially for its time, but to pretend that its development was perfect is silly.
Keep in mind HL2 was made way back when we didn't have much advancement. Modern Warfare and Black Ops on the other hand was made pretty recently.
so is Portal 2, which have close to 0 props
Yah, but that's different because Portal 2 is a puzzle game. Half Life was more focused on creating a combat environment that a player could interact with and AI that would acknowledge your existence and work towards killing you. Why couldn't COD do that?
Games, more and more, are trading interactivity and physics, texture detail and all the nice stuff we are used to, for shiny phong shaders and big scenes with tons of props in them.
Perfect example, CS:GO.
CRY --> CRY2
Quake 4 --> RAGE
what
this is true, but Portal (1) have a lot of props, you can "kill" the cameras, take computers and chairs, even the computer mouses and keyboards
This is a fantastic feature as it provides the user satisfying feedback that the item has made a collision. Just as if shooting a enemy in a game wouldn't be particularly satisfying if there was no blood spray (in most cases, at least), the unrealistically large dust spray is what makes a good physics object hit so rewarding. Combined with the oh-so-glorious "thunk" sound effect upon impact, I would say Half-Life 2 is easily the finest game to date when it comes to throwing random crap at people.
Glad there are no props in CS:GO, they got in the way to many times in CSS when playing seriously.
For custom game modes i'd take a wild swing and say they'll appear.
Besides the fruit can still be sliced in Italy.
The video really hits home when it's talking about the NPCs not making eye contact with the player. Most games nowadays hardly ever bother with anything like that.
And ala Left 4 dead.
Yeah cannons are sometimes known to turn cats inside-out.
They are making a ton of the textures without $detail, even more low res (and often stretched on the BSP surfaces) To free up some perf, so they can throw in all these static_props and brushes for the buildings, I'm not saying the latter is a bad thing, but it should not coincide with lowering texture quality and lower light-map resolution.
hidden path is spearheading the project. this is also why L4D didn't have $detail. Portal 2, however, had amazing textures.
Also this is interesting http://tech-artists.org/downloads/GD...rdTextures.pdf
Edited:
Also Valve can convert .bsp into .obj with a simple Maya plugin
Edited:
Very interesting.
Any possibility of HL3 at E3?
L4D (1) had $detail, VALVe and Turtlerock (who worked on CS:S) L4D1 had better detail and the AI system worked better (mainly because the people who made the AI system worked on the game aswell).
L4D2 didn't have $detail because of 2 things, they didn't know much about it, and Vid ram on consoles, they ran out of video ram so they tried cutting it back by removing $detail.
Portal 2 had a few damn nice textures, but also had some crappy ones, they could afford some really nice ones because, well, Portal 2 uses only like 30 - 40 textures in one map so it can spare texture memory on the consoles (Consoles only have ~250 Mb, my PC has 2gb)
Take a good look at the lighting in L4D2; props are somehow directly lit by the sun on all surfaces inside a dark mansion.
And there's this one glowing door in a safehouse in The Parish (IIRC) that annoys me every time I play.
that's called ambient lighting
it's not some mystical error where the lightmaps were built improperly and light from the sun accidentally cast through walls, it's a default setting to set a standard illumination across the whole map
and even with ambient lighting, source's lighting is really nice considering how obsessed valve is with supporting ancient hardware. source isn't pushing any graphical boundaries but i think with some of the additions made to the engine with CS:GO it's clear that valve intends on keeping it as up to date as it can without sacrificing the huge market of hardware that they're trying to target
No, it isn't. The ambient lighting is already in use for that area, but few props receive their lighting from the sun instead.
if they're lit on all surfaces how can you differentiate between ambient lighting and lighting cast by the sun
Its true, there are quite a number of props in L4D2 that, for whatever reason, glow like they are out in the sun, this really bothers me, but considering I think L4D2 looks mostly like shit anyway, its understandable. The only good-ish looking levels in L4D2 is the swamp campaign, and hard rain.
If there's no word of it at E3 this year then I'm giving up all anticipation and just waiting to hear about it on the internet.
The barrel clipping thing is simply because with the number of physics objects and enemies you're facing, having every enemy's ragdoll have collisions would be very messy, forcing the player to trudge through a pile of bodies.
It's ten times better than most of the modern crap nowadays, but yeah, like you said, it's not really perfect. But modern games should be surpassing it, not going completely backwards from it in the favor of "pretty grafixxx ele" and "omg mp all da way".
It's sad, really.
I hope we get coop in hl3
Imagine how fun it is hurtling all sorts of physics props at the combine all over the place together
Plus your coop partner could be Alyx and solving things Gordon couldn't by using the emp device
The coop would probably be like portal. I think valve takes too much pride in their story to have it ruined by coop, It would completely ruin the atmosphere
I don't get why people are so against co-op in Half-Life. I found the co-op in Portal 2 very good, and it didn't ruin the story at all for me.
Oh hey buddy,
I forgot L4D2 = HL2
Edited:
are you fucking serious
If HL3 has coop, it has to be Griggs and Sheckley..
They are working on a new game atm. I got a confirmation.
Gabe beard and late replies are because of that. They will announce something big at E3 but nobody wants to spoil it.
There might be HL3,
There WILL be a new game.
As serious as being in denial that the lighting system never had its flaws in HL2, i.e: the tubes in the Citadel not being properly lit up by the lighting.
what