something weird about the new bink video

the only dynamic shadows in HL2 are those cast by players and "physics objects".
these shadows are only dynamic in that they can move and change according to the heading of the player model.. they do NOT transform, in size or skew, according to a lightsource. They will always face the same direction and will all always be a quanitity of one for each object.

other shadows cast be map objects that are not player models and physics objects, are generated using the HLrad.exe when a map is compiled by a mapper, this basically colors parts of a texture according to the lightsources, but these shadows can not move and they are not dynamic
 
OK, I'm going to change the subject slightly in order to avoid creating a new thread. At the end of the latest trailer when Gordon gets shot is the body that you see flying Gordon's????

has this been taken out of a E3 movie (I didn't see all of the E3 2004 movies)?
 
She said:
i think that when you play the game... the characters that are ( non - important ) will swap between Female & Male... to inshure that no player had the same experience..
or something like that,.,.

I highly doubt that.
 
HL2 has very good dynamic lights as you can see in the Antlion/flashlight screenshot.
However, it doesn't have dynamic shadows. That appears to be removed for performance, rather than necessity, so I'd bet that someone will mod it in within a week after the game's release, like what was done with Doom 3.

Either that, or Valve will patch it in eventually over Steam as hardware progresses.
 
vegeta897 said:
Don't know what game you played but Half-Life definatly had difficulty settings.

They changed how much damage stuff did, and things like that.

Half-Life 2 will also have difficulty settings. Same as Half-life. Mmmkay?

I hope one of them is ' YOU ARE GOD, YOU CANNOT BE KILLED, and you start with a minipulater....'
 
It all seems very weird to me. They must have rerecorded the same scenes somehow....
 
Maui said:
Who said the Combine were elite? The way I've heard them described, they're kinda like authoritarian goons. Besides, a lot of people are speculating the weapon they're using is the Heckler/Koch MP-7, which at any sort of range will probably be pretty inaccurate because of its short barrel (I believe it's only a little longer than a pistol's). Have that fire on full auto with almost no mass to absorb any recoil, and I'm suprised they're as accurate as they are.

The MP7 PDW is actually a decent MP/SMG, the whole point of the smaller 4.6x30mm cartridge is to have small recoil-impulses, making it a more effective weapon in both close and ranged combat while firing in fully automatic, just don't expect the accuracy of a rifle or carbine. The rounds are also higher velocity, unlike the short cartridges used in typical SMGs, meaning that much longer ranges are possible. The MP7 has an effective accurate kill-range of about 200m, while the MP5k, a weapon in the same category, has an affective range of only 25m. Therefore, it is not the weapon, but the shooter, since any weapon is deadly in the hands of an experienced user. The e3 demo were most likely running in the easiest setting, hence the gigantic fire-cone of the enemy weapons.
 
pixartist said:
these are not shadow PROBLEMS! hl2 DOES NOT HAVE dynamic SHADOWS!

Thank you. Actually, Source doesn't have 'proper' dynamic shadows. The shadow through the bench is a flaw of the design and would be seen in any fps other than Doom3, including FarCry. The shadow volumes produced by models don't interact with other models, only with BSP.

The reason the table and benches don't cast shadows is because, in the pre-computed radiosity lighting, light was scattered underneath them. If that's the lighting situation in the room, the guy shouldn't have any visible shadow at all (except near and under his feet). The fault is really in the guy's over-hard shadow that shouldn't be there. Ideally, shadows would become visible (or get harder) the closer an object gets up to the surface it casts on because getting closer allows less clearance for scattered light ti get in between.
 
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