Re: New episode 2 trailer
Posted by G.Ballblue on
Sat Jul 22nd 2006 at 1:48am
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Alien slave FOR THE WIN
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: New episode 2 trailer
Posted by reaper47 on
Sat Jul 22nd 2006 at 10:04am
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2006-07-22 10:04am
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A bit short for a 100 MB download but the physics bit is interesting. That pieces of concrete you see when the bridge collapses look rather strange. Like they aren't textured correctly... which makes me excited: are they calculated real-time? I mean the engine splitting the road in little pieces? Would be a nice feature. I always liked the geo-mod of Red Faction.
PS: No more squad combat... please.
Re: New episode 2 trailer
Posted by Naklajat on
Sun Jul 23rd 2006 at 3:12pm
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Turn off hardware acceleration for video playback.
20 seconds later
... I couldn't figure out how to get any settings for "Steam media player" but you can use GCFscape to get the WMV from the GCF... then turn off hardware acceleration for your media player of choice.
o
Re: New episode 2 trailer
Posted by Andrei on
Mon Jul 24th 2006 at 2:52pm
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The collapsing bridge was impressive but it could very well be a cheap trick done with a prop bridge and some physboxes.
I really wish they introduced animated backgrounds to compliment the
sweetness of the source engine. Seeing that large column of smoke and
thinking that RTCW had animated backgrounds, I'm not sure how they'll
get away without such a thing :heee: .
Re: New episode 2 trailer
Posted by rs6 on
Mon Jul 24th 2006 at 7:21pm
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asphalt ussually soaks up paint like a sponge, just like what you see in that picture.
Re: New episode 2 trailer
Posted by reaper47 on
Mon Jul 24th 2006 at 9:27pm
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If you thought I'm picky you clearly misunderstood. Play some Red Faction multiplayer and you'll see what I mean with real-time deformable terrain. It allows you to literally shoot holes in walls wherever you want. It's an amazing technology and the debris here look like it's generated by the engine which would be cool and suggests a similar piece of technology.
It's just speculation, though.
I always thought the next step in interactivity would be deformable terrain. That was before I knew about Portal. :wink:
Posted
2006-07-25 12:01am
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I hope its real-time generated, but honestly I doubt it. It's probably another animated prop like the smokestacks from HL2 SP.
Re: New episode 2 trailer
Posted by reaper47 on
Tue Jul 25th 2006 at 12:25am
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2006-07-25 12:25am
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Yea, it's unrealistic to hope for it. I guess the announcement of "cinematic physics" (like it includes some new physics technology) made me think of what they might have changed. If it was generated we'd probably heared a little more about it... :/
Re: New episode 2 trailer
Posted by rs6 on
Tue Jul 25th 2006 at 2:08am
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I'm thinking it something like, you can manipulate the vertices of the model and put it into a scripted sequnce or something. And the debris is engine generated.
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But how do they determine the way the debris looks in terms of texture and size? Is that why that piece of road was so oddly textured?
Re: New episode 2 trailer
Posted by reaper47 on
Tue Jul 25th 2006 at 8:57am
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"Dynamic crumbling of brush geometry - before, lines of seperation had to be specified by the mapper"
HA!
me=king :biggrin:
Re: New episode 2 trailer
Posted by Andrei on
Tue Jul 25th 2006 at 9:45am
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In other words, they used the cut tool
on a platform and assigned the pieces to a func_physbox. Melikes the
catchy name though. :evilgrin:
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I thought reaper's quote meant that the mapper didn't have to assign pieces to a func_physbox... but instead the destruction happens automatically, dynamically?
Re: New episode 2 trailer
Posted by Andrei on
Tue Jul 25th 2006 at 10:18am
Posted
2006-07-25 10:18am
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Doubt it, although i'd really love that.
Posted
2006-07-25 10:21am
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Right, but with this "dynamic crumbling of brush geometry" (it seems) the mapper doesn't have to define any edges.
Re: New episode 2 trailer
Posted by habboi on
Sat Jul 29th 2006 at 9:51am
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What's made me happy is this line:
With color correction and film grain[6] already released, Valve intend to add their other cinematic effects such as motion blur and depth of field to Source when hardware is able to render it to their satisfaction.
It means my mod can be done. Thanks Valve!
Re: New episode 2 trailer
Posted by midkay on
Sat Jul 29th 2006 at 2:45pm
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The key phrase there is "when hardware is able to render it to their satisfaction". Valve has already said that they have implementations that bring even the most powerful cards today to their absolute knees. Either we'll have to wait quite a while for technology to advance, or Valve to make a less GPU-intensive method of calculating+rendering these things. Probably both (the waiting and the optimizing).
Garry's Mod DoF is a really fake method by just basically the same technique used for fog (a lot of planes, each with the same very low opacity, going into the distance from the player's POV, resulting in fog that looks like it gets denser the farther it is) except instead of rendering a solid color at low opacity it renders a "blurred" plane and as these go on it causes things to appear more blurred just like fog appears to get more dense. It's quite ugly and unprofessional, and it doesn't affect the viewmodel. "True" DoF is much trickier.
I doubt E2 will have any kind of DoF or Motion Blur (maybe slight motion blur, it should be a bit easier for current cards to handle).
-- midkay
Re: New episode 2 trailer
Posted by midkay on
Sun Jul 30th 2006 at 9:48am
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Doesn't seem likely to me, but maybe Valve will surprise us with a less powerhungry implementation of Mblur and/or DoF. We can always hope... :smile:
-- midkay