New episode 2 trailer

New episode 2 trailer

Re: New episode 2 trailer Posted by rs6 on Sat Jul 22nd 2006 at 1:33am
rs6
640 posts
Posted 2006-07-22 1:33am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
Valve released an extened version of their Episode 2 teaser today. It just teh episode 2 teaser you see at teh end of episode 1 with a couple more scenes. The first scene you see is worth teh download alone. It shows the cinematic physics valve is implementing into the source engine. It looks amazing. It shows a bridge collasping with all the metal twisting, and bending. Looks great. It also shows a really cool looking strider/hunter battle scene in the forest.

DL link: http://www.filecloud.com/file/3622/Half-Life+2+Episode+2+Extended+Trailer/
Re: New episode 2 trailer Posted by G.Ballblue on Sat Jul 22nd 2006 at 1:48am
G.Ballblue
1511 posts
Posted 2006-07-22 1:48am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
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
reaper47
2827 posts
Posted 2006-07-22 10:04am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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 Captain P on Sat Jul 22nd 2006 at 9:17pm
Captain P
1370 posts
Posted 2006-07-22 9:17pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
FileCloud. Worst download site ever. Who else would put a text like "I don't want an account, I'm a sadist" on a button... :razz:

Anyway, Ep2 is only looking better and better. I enjoyed Ep1 quite a lot, and this one looks like even better action and some fresh new environment and enemies to play with. Cool stuff. :smile:

EDIT: I don't think it's real-time generated, rather real-time picking enough gib models to fit the volume of the broken object, like sort of happened in HL. As for the bending metal, isn't that just some stiff ragdoll stuff? Maybe they enhanced it a bit for that, and it certainly looks cool, but I don't think it's radically new tech. Doesn't matter as long as it's well used of course. :smile:
Create-ivity - a game development blog
Re: New episode 2 trailer Posted by Pvt.Scythe on Sat Jul 22nd 2006 at 9:40pm
Pvt.Scythe
730 posts
Posted 2006-07-22 9:40pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
The bending metal could be just vertex keyframed animation... It looked
very intresting though. :smile: Time will tell what will come of it.
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: New episode 2 trailer Posted by rs6 on Sat Jul 22nd 2006 at 11:16pm
rs6
640 posts
Posted 2006-07-22 11:16pm
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
FileCloud. Worst download site ever. Who else would put a text like "I don't want an account, I'm a sadist" on a button...
I find file cloud generally has teh least amount of wait for the free non-registered file sites.
Re: New episode 2 trailer Posted by Naklajat on Sun Jul 23rd 2006 at 3:45am
Naklajat
1137 posts
Posted 2006-07-23 3:45am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
FileCloud. Worst download site ever. Who else would put a text like "I don't want an account, I'm a sadist" on a button...
I find file cloud generally has teh least amount of wait for the free non-registered file sites.
Filefront.

I just use Steam to download the trailers I can. Try to open the HL2:EP2 Trailer and it will update.

o

Re: New episode 2 trailer Posted by Captain P on Sun Jul 23rd 2006 at 11:12am
Captain P
1370 posts
Posted 2006-07-23 11:12am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Oh, their waiting time was nothing to complain about, I just found that button text a bit overdone. :wink:

Perhaps it's me, but the trailers I play with Steam look choking. Same goes when I played this trailer with Winamp, at some point the screen stopped updating but the sound continued... Windows Media Player seems to handle it all-right though. Codec problem, or...?
Create-ivity - a game development blog
Re: New episode 2 trailer Posted by wil5on on Sun Jul 23rd 2006 at 12:05pm
wil5on
1733 posts
Posted 2006-07-23 12:05pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I'm guessing its the way Winamp and Steam Media Player handle huge .wmvs. I had all sorts of problems watching the trailer at the end of ep2, but I was able to watch it fine by extracting it from the gcf and watching that with WMP. They play fine with Steams media player, which seems to implement components of WMP.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: New episode 2 trailer Posted by reaper47 on Sun Jul 23rd 2006 at 12:39pm
reaper47
2827 posts
Posted 2006-07-23 12:39pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Anyone noticed you can't take screenshots of videos? I wanted to show you some proof for my real-time rubble theory but it doesn't let me ;(
Re: New episode 2 trailer Posted by Naklajat on Sun Jul 23rd 2006 at 3:12pm
Naklajat
1137 posts
Posted 2006-07-23 3:12pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
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 reaper47 on Mon Jul 24th 2006 at 1:28pm
reaper47
2827 posts
Posted 2006-07-24 1:28pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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.
Wow, didn't expect this to be fixable so easy, thx.
Re: New episode 2 trailer Posted by Andrei on Mon Jul 24th 2006 at 2:52pm
Andrei
2455 posts
Posted 2006-07-24 2:52pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
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 Captain P on Mon Jul 24th 2006 at 2:57pm
Captain P
1370 posts
Posted 2006-07-24 2:57pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
The collapsing bridge was impressive but it could very well be a cheap trick done with a prop bridge and some physboxes.
Isn't level-design not all about finding cheap tricks? Because, let's face it, in the end all we're doing is showing the player a bunch of colored pixels. If that isn't faking, then I don't know what is... :wink:
Create-ivity - a game development blog
Re: New episode 2 trailer Posted by reaper47 on Mon Jul 24th 2006 at 5:28pm
reaper47
2827 posts
Posted 2006-07-24 5:28pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Ha! Now look at that: Would a modeler build rubble like this? The texture of the white stripe goes right through the block. Looks automatically generated. Or they got some pretty lazy modelers now ^^

User posted image
Re: New episode 2 trailer Posted by Natus on Mon Jul 24th 2006 at 6:38pm
Natus
570 posts
Posted 2006-07-24 6:38pm
Natus
member
570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
That's just some really strong paint.
Boo f**king Hoo
Re: New episode 2 trailer Posted by rs6 on Mon Jul 24th 2006 at 7:21pm
rs6
640 posts
Posted 2006-07-24 7:21pm
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
asphalt ussually soaks up paint like a sponge, just like what you see in that picture.
Re: New episode 2 trailer Posted by Dark_Kilauea on Mon Jul 24th 2006 at 8:58pm
Dark_Kilauea
629 posts
Posted 2006-07-24 8:58pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Question: Does it matter?

The goal of that scene was to show you that the bridge was collasping. I think it's did it's job quite well.

Why are you being picky about a model you see for maybe 3 seconds?
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: New episode 2 trailer Posted by reaper47 on Mon Jul 24th 2006 at 9:27pm
reaper47
2827 posts
Posted 2006-07-24 9:27pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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:
Re: New episode 2 trailer Posted by Captain P on Mon Jul 24th 2006 at 10:05pm
Captain P
1370 posts
Posted 2006-07-24 10:05pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
That line could be the result of fast modelling, yeah... (deadlines, y'know). Plus, it's debris, not worth a lot of time compared to other models, I'd say.

But, who knows. Perhaps it is generated. And perhaps it's generated at real-time, too. :wink:
Create-ivity - a game development blog
Re: New episode 2 trailer Posted by Addicted to Morphine on Tue Jul 25th 2006 at 12:01am
Posted 2006-07-25 12:01am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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
reaper47
2827 posts
Posted 2006-07-25 12:25am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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
rs6
640 posts
Posted 2006-07-25 2:08am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
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.
Re: New episode 2 trailer Posted by Addicted to Morphine on Tue Jul 25th 2006 at 3:13am
Posted 2006-07-25 3:13am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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 rs6 on Tue Jul 25th 2006 at 3:49am
rs6
640 posts
Posted 2006-07-25 3:49am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
Re: New episode 2 trailer Posted by reaper47 on Tue Jul 25th 2006 at 8:57am
reaper47
2827 posts
Posted 2006-07-25 8:57am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
"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
Andrei
2455 posts
Posted 2006-07-25 9:45am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
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:
Re: New episode 2 trailer Posted by Addicted to Morphine on Tue Jul 25th 2006 at 9:50am
Posted 2006-07-25 9:50am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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 reaper47 on Tue Jul 25th 2006 at 10:00am
reaper47
2827 posts
Posted 2006-07-25 10:00am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
dynamically?
Think so...
Re: New episode 2 trailer Posted by Andrei on Tue Jul 25th 2006 at 10:18am
Andrei
2455 posts
Posted 2006-07-25 10:18am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Doubt it, although i'd really love that.
Re: New episode 2 trailer Posted by Addicted to Morphine on Tue Jul 25th 2006 at 10:21am
Posted 2006-07-25 10:21am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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 Captain P on Tue Jul 25th 2006 at 5:31pm
Captain P
1370 posts
Posted 2006-07-25 5:31pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
At least it's saving the mapper some time by the sound of it. Too bad the exact nature isn't known yet, but hey, it looks cool. :smile:
Create-ivity - a game development blog
Re: New episode 2 trailer Posted by habboi on Sat Jul 29th 2006 at 9:51am
habboi
782 posts
Posted 2006-07-29 9:51am
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
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 wil5on on Sat Jul 29th 2006 at 2:24pm
wil5on
1733 posts
Posted 2006-07-29 2:24pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Well, Garrys mod has already shown its just a (probably trivial) matter of coding to enable motion blur and DoF. This announcement just means Valve is going to switch it on for etiher ep2 or ep3, and everything they release afterwards.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: New episode 2 trailer Posted by midkay on Sat Jul 29th 2006 at 2:45pm
midkay
398 posts
Posted 2006-07-29 2:45pm
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
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 Forceflow on Sun Jul 30th 2006 at 8:42am
Forceflow
2420 posts
Posted 2006-07-30 8:42am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
I think they're going to release portal as a sort of Tech demo (like The Lost Coast was), with motion blur and DoF.
:: Forceflow.be :: Nuclear Dawn developer
Re: New episode 2 trailer Posted by midkay on Sun Jul 30th 2006 at 9:48am
midkay
398 posts
Posted 2006-07-30 9:48am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
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