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EDIT:Originally posted by Woggy
HL2 doesnt rely on Dynamic shadows or bump maps too much to produce its images, and it still looks a hell of a lot better.
It just looks beutiful.
Originally posted by Styloid
I see there's a huge difference between what people think are good or
bad graphics. What do you think makes a game graphically good?
Originally posted by Woggy
If it looks beutiful.
For example, the System Shock 2 graphics were great for its time because of how well designed the environments and characters were, not because of how many polygons or how many lights or how many shadows are in one scene.
Deus Ex 2 looks fugly like hell - Even though of dynamic shadows and bumpmaps.
HL2 doesnt rely on Dynamic shadows or bump maps too much to produce its images, and it still looks a hell of a lot better.
It just looks beutiful.
Originally posted by Gordon'sFreeman
What does it use?
Originally posted by Gordon'sFreeman
What does it use?
Originally posted by spitcodfry
I assume you're asking about the lighting---Valve has their own dynamic lighting system...but unlike Doom III it does not affect every object in the environment, only moving ones. An Ant Lion or Combine soldier, for example, would have proper dynamic lighting attributes...but that pillar in the City 17 square wouldn't. The best comparison I can think of is the old Doom III E3 demo where that beast is munching away on the fat zombie. The swinging lamp overhead properly incorporates not only the shadows of the characters but also the static objects in the surrounding environment. Hope that helped.
Originally posted by Gordon'sFreeman
Yeah i knew all that i just wanted to hear it from Woggy.
Originally posted by ReZeroX
you should have been more sarcastic. like "what does it use then? a litebrite?!" then noone would be confused.
Originally posted by Mr Neutron
Let's get a little more accurate than 'moving/moveable' objects.
The world is:
BSP = big flat surfaces that don't move
MODELS:
Moveable = animated or physics enabled objects
or
Non-Moveable
So for lighting:
BSP: lighting by precalculated shadowmaps;
additional light from moving lights layerd on top;
shadows cast by moveable models layerd on top
(if not shadow volumes, what?)
Models:
texture-projection = all lighting dynamic;
(I'll take your word for it on that last bit. It sounds like a poor man's raytracing. Do models block light from falling on other models? On themselves?)