Breakable Walls

A

ALEXDJ

Guest
Remember Red Faction and how you were able to blow up walls and such. Think about applying that feature to the new HL.
Maybe they'll consider it for HL3
 
They have stated in the past that the source engine has the capability but they simply turned it off for HL2 single player.

They did say though that it will be activated for Team-Fortress 2.
 
The Mullinator said:
They did say though that it will be activated for Team-Fortress 2.
Maybe that game will be worth playing after all..
 
The Mullinator said:
They have stated in the past that the source engine has the capability but they simply turned it off for HL2 single player.

They did say though that it will be activated for Team-Fortress 2.

I do believe Source uses a different method. Geomod creates new verticies to make holes in the walls/floors/ceilings while I think Source just alters verticies that are already there.

It will still be cool I'm sure.. but probably not as impressive as Geomod.
 
Having played RF and RFII, the destructible walls were limited and added almost nothing to gameplay. The physics in HL2 added far more to open gameplay.
 
i think so too. for example; i remember getting stuck in a room towards the end of the game and i though: "y cant i just blow a hole in the wall and get out. and for that matter, y cant i break the wooden door?" i think it would be a nice little mod. In RF2 i would make little sniping areas inside the walls. just get inside and snipe. sure it took time but it was fun.

i'm a loser, i need a life, blah
Mike
 
HL2 uses static bsp maps. The boolean-cut engine style of RF 1 and 2 is not a capability of the source engine.
 
^ What FictiousWill said ^

It's not a possiblity, at least not dynamically like in RF.
 
The problem with destructable terrain in Single-Player gameplay is that you basically have to script the whole game to make it seem like it matters, otherwise it goes unnoticed by most. So yes it would be awesome, however the energy that would go into it outweighs the entertainment factor currently imho.
 
IN HL2, most breakpoints for wood and stuff are static. For example when a door is boarded up and you smash the wood with the crowbar it doesn't break where you hit it. It breaks in the same place everytime.

You could setup levels so that just about everything was breakable but it would take a lot of time and it would still feel pretty static.
 
For destructable environments to come into games a few things need to happen. First is dynamic lighting/shadowing for everything. The second is some time of fluid dynamics or such physics processing to calculate all the vertex changes and movement of water, the ground, etc... I forget the name of the rendering plug in, but some studio has a 3DS plugin that not only does fluids, but can do sand bags, brick walls, etc... The problem is this stuff is MASSIVELY CPU intensive.

The way I see this playing out is that the new consoles will allow this to happen. e.g. the leaked Xbox2 specs. With high end video chips (e.g. the Xbox2 video chip, R500, is a subset of the not yet released ATi R520... with a rumored unified shader design and 10MB of embeded RAM it will do well) that are about 2x as powerful as todays current top end cards the dynamic lighting/shadowing should be covered. In most cases console games will run at a max of 720p (1280x720) so they will have a lot of fill rate to spare. And since developers can program directly for the chip and NOT designing it to be backwards compatible to DX7 they will get a LOT out of these systems--a lot more than we see now.

And the rumor is the Xbox2 will have 3 dual core CPUs. Each core is also supposedly able to do 2 threads at a time. This means a developer could have one CPU do AI, one CPU do physics, and the final CPU do all the other necessary game processing.

Once the new consoles get a foothold and the technology exploited I think we may see some basic destructable environments and such. And eventually this will trickly down to the PC and then the PC will surpass the consoles again... wash, rinse, repeat.
 
They copywrited the geo mod yeh, but anyone can make a mod that does the same thing and it won't be breaching the copyright, it's like making a mod for the sky and saying you can't have the sky in your game i copyrighted it.
 
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