For more information on that, it was developed in something like the mid 70s. It's also one of the more basic and primitive lighting models by today's standards, so to be honest I'm extremely baffled as to why Valve felt it was even worth mentioning when they added it for Ep1.
Actually...
What on EARTH are you talking about? Valve is developing the PS3 inhouse, and Gabe's comments awhile back about the cell were just that it was more difficult to program for. They didn't say they were outsourcing the development.
What on Earth are you talking about? Pixar developed a system for automatically animating hair in a realistic manner for The Incredibles, and yeah it required some tweaking, but that's just so that the hair would behave how they WANT it to, not how it actually would.
Animated hair is actually...
I have zero ****ing clue, actually. For most effects in games I'm apathetic about overselling the amount of work involved (e.g. the lighting of Alyx in HL2Ep1) but I was blown away by that effect when I saw the Crysis demo.
I wouldn't mind if the HEV suit DID get an upgrade to a Mk6. I don't know about you guys, but I think it'd be really cool if with Ep2 (and possibly Ep3's) expanded environment, the Mk6 could have expandable armor/ammo containers (not unlike Metroid with it's energy and missile packs) that are...
Actually, it has quite a nice result because the world looks and is lit up exactly the same way as the characters. The lighting in Source vs. Doom3 is like comparing how consistent backgrounds and characters look in, say, your average saturday morning cartoons with watercolour backgrounds and...
Enh, I think Ep1 went so much longer partially because they slowed the player down so much. I don't recall the individual levels in it being large, just slow. Kind of like the one level in Nova Prospekt where that message to the Combine soldiers was playing. The entire map is basically just that...
Chances are it will be along the order of what the bridge scene demonstrated, due to the (highly likely) possibility that you will not be able to affect the cinematic physics, only that it can affect you. As a result, it'll probably be limited to either areas that you cannot interact with due to...
Um, how is it priceless? You guys do realize that EA's role with Valve is basically putting the game GCFs onto discs, putting discs into the box, and putting boxes onto the shelves, right?
I don't know where you guys are getting this "boss fights needlessly break the immersion" nonsense from. Are you playing the game because it's fun to play or because you want it to be a VR machine? Immersiveness has its place and it's good and all, but removal of boss fights is where the line...
I didn't see that big of a graphics upgrade pertaining to the actual technology myself. The increased foliage in that one shot of the attacking hunter seemed marginal at best (in fact, I think more was visible before they put in that other building to restrict the view a bit). The most...
It's actually still the same filtering from what I can see, it's just that it's stretched out more than most of the shadows in the game are. If you made a map that had a really low sun or something, you'd see the same filtering.
That's it? I thought you'd ask for something...well, DIFFICULT.
a)
b)
c)
(if you guys want a screencap of this shot where I haven't mucked it up, I can up that)
d) I guess you can refer to A, but this is almost redundant.
e) I can't get a good screen capture of it, but if you look at...
You sure that wasn't the "hero lighting" that took one man-day of work to put in?
According to http://www.hl2world.com/bbs/new-technology-for-ep2-vt44745.html Gabe has said that "that's new lighting". I looked at the trailer, and it is new lighting: a bit of a specular shine on the...