jimbones
Newbie
- Joined
- Sep 23, 2003
- Messages
- 1,039
- Reaction score
- 0
OCybrManO said:
yeah! I would call them .. arachnids!
no, wait...
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
OCybrManO said:
neptuneuk said:silly people... "its obviously the rupture leading to the rift in the space-time continium leading you all to the big boss at the end of the game!!!!!!!"
She said:Oh...
The antlions remind me of those jumping spiders in Unreal2..
When they jump... no?
"Exactly" the same..
Hmm.. another thing..
There are no Blood Decals created in the Coast bink..
Not even when a combine get "crushed" by the crane...
GuNzABlaZiN said:Can't this be fixed if the shadows are the same shade?
exoeight said:not only is it wrong, it's very wrong, shaddows do NOT have hard edges ever that high up. hold out a cup in a room, you might see a shaded area on the ground, you don't see a solid shape.
shadows render wrong in every way possible except where it shows up.
that is pretty bad.
btw, when i say "that high up", i'm speaking of right before the screenshot shown. the shadows look the same when the giant crate thingy is really really high up.
ahardy668 said:Seems like that would be an easy fix. I wonder why they are two shades anyway? If they were the same color "Problem Solved".
Does anyone have any ideas why they would be different shades??
shad3r said:the shadows _are_ the same shade, but it's a transparent shade that is blended on top of what is already drawn there, making everything a little darker when a shadow is on it.
when you blend one shadow on top of another shadow, it gets double darkened. that is the problem.
I'm going to have to be brutely honest.
If the worst thing I can say about the game is that the shadows are not realistic to the point of perfection then by joad; this is one of the best games made.
shad3r said:btw killahsin, Carmack's reverse doesn't have anything to do with soft shadow edges and there are ways to make soft shadows with current tech, but realistic ones are slow. Half Life 2's shadows have soft edges in the DX9 mode.
MaDMaXX said:I hate these threads, but just a bit of info for you all, the engine used for this bink is 9 months old, lots of things have been cleaned up and tweaked since then, the face in the trainstation bink for the guy whom tells you not to drink the water is now fully animated and with a better texture, it looks sweet.
MaDMaXX said:I hate these threads, but just a bit of info for you all, the engine used for this bink is 9 months old, lots of things have been cleaned up and tweaked since then, the face in the trainstation bink for the guy whom tells you not to drink the water is now fully animated and with a better texture, it looks sweet.
ytinupmi said:blood decals have been removed from the whole game, valve wants to get an E rating so the game sells better.
Feath said:He always was fully animated, just you couldn't see his mouth move on the lower quality video.
Yombi said:um if this is still talking about the shadow of the magnet....all it is is that the shadows are being rendered in the wrong order....its been rendered like container shadow then magnet shadow on top instead of the magnet shadow THEN the container shadow ontop. thats what i think anyway
Demonmerc said:Its not the order that matters, its the fact that all the shadow is doing is darkening the area it projects onto. Unfortunately the shadows are drawn on the ground instead of any object holding them. So the crate projects a shadow, and the barrel in the crate projects a shadow as well. When darkening the ground, the crate can't see the barrel and vice versa. The engine isn't smart enough to know that it is darkening an area that is already darkened.
poseyjmac said:well ill do a service for valve by giving them this line of code to add to the engine
if place = shadowed
do not shadow it again!
else shadow it!
your welcome valve
poseyjmac said:if sense of humor = 0
goto feath
Feath said:That was for the benefit of people who may agree with you.
poseyjmac said:all they really have to do is instead of 'darkening', just make it assign a static semi-transparent value to all shadows. its crude, but its prettier than layered shadows.
shad3r said:they are assigning a static semi-transparent value for each shadow. it takes what is already in the framebuffer and blends it with a transparent black colour. do that twice on the same pixel and you get a double-darkened pixel.
you are talking about only ever blending the shadow colour in _once_ per pixel. to do that you need to draw each shadow once into a non-visible buffer (stencil buffer or alpha channel or something else) and use that to work out what bits of the scene are shadowed. then you do another pass to darken all those shadowed bits by the same amount.
that is a lot more work than the engine is doing at the moment just blending shadows on top of each other. it may not have been worth the performance drop to do it that way- we will find out when we see the final game.
or perhaps MadMaXX can tell us if he's seen the latest build?