Counter-Strike: Shiny

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NuMbA.0nE.sTuNtA

Guest
0ne look at CS:S and it's obvious Valve is going way overboard with the plastic shiny effect. Bricks are shiny, concrete is shiny and reflective, it's worse than Doom3. In all likleyhood hl2 will suffer the same eyesore, and many who have played the beta have attested to that fact already. Given how so many complained about the overuse of shiny effects in Doom3, I was wondering how you felt about it in hl2.
 
I feel that they went overboard also. Even your finger nails shine in game and same with old beaten down dirty cars. The only thing that doesn't really shine is dirt. They just need to turn off the shining effect on items that aren't supose to have it.
 
The specular maps are incredibly subtle, what are you on about?
 
It was a valid complaint around here for Doom3, why not hl2 aswell?
 
They are anything but subtle. When a brick is as shiny as a newly polished bowling ball, someone is overdoing it.
 
Pressure said:
I feel that they went overboard also. Even your finger nails shine in game
My fingernails shine in real life. Does that make me unrealistic? I'd say to not have fingernails shine is unrealistic!

I f'n love the shiny effect. I think it kicks ass.

Looking around my room, many objects reflect light in a way that changes their apearance based on the viewing angle. plastics, wood, leather,.

bricks and concrete can easily have shine with a little water.

I think its hyper-real coolness and damnit,. I say

More Shine!
 
Get a worse video card, i dunno about the ''full' version', but the beta looked awesome on my ti4200 without being ultra shiny :p
 
It's not something you notice while in the heat of battle but it's something they could fix like shadows going through the floor or walls. I don't like how everything is shiney and I'm not really complaining but it is something they should take care of.
 
i agree with him

although the effect may be really awesome, isnt the map called dust? like dusty, like its not going to be all sparkly and stuff
 
Post some screenies, it looks great to me.
 
NuMbA.0nE.sTuNtA said:
0ne look at CS:S and it's obvious Valve is going way overboard with the plastic shiny effect. Bricks are shiny, concrete is shiny and reflective, it's worse than Doom3. In all likleyhood hl2 will suffer the same eyesore, and many who have played the beta have attested to that fact already. Given how so many complained about the overuse of shiny effects in Doom3, I was wondering how you felt about it in hl2.

Then simply disable it instead of whining like guinny. You know there's a console right?
 
NuMbA.0nE.sTuNtA said:
0ne look at CS:S and it's obvious Valve is going way overboard with the plastic shiny effect. Bricks are shiny, concrete is shiny and reflective, it's worse than Doom3. In all likleyhood hl2 will suffer the same eyesore, and many who have played the beta have attested to that fact already. Given how so many complained about the overuse of shiny effects in Doom3, I was wondering how you felt about it in hl2.

Doom III is all graphics, Half Life 2 is all about gameplay and story. I am sure if Valve wanted superior graphics they would have done so... but then again unlike Doom III, they don't want to segregate the majority of the community just to play a game, so they had to make the Source a more diverse engine.

Ask yourself this is Half Life 2's gameplay & story going to be better than Doom III's? Which game are you going to be playing more CS:S or Doom III multiplayer? Well you'd probably say Doom III all the way or something just to be a smart ass.
 
AJ Rimmer said:
It's too shiny yes, but it's not worse than Doom 3.

Doom3 hardly has any shiny stuff if it has any at all?

i think u guys are thinking about farcry
 
Doom III is all graphics, Half Life 2 is all about gameplay and story. I am sure if Valve wanted superior graphics they would have done so... but then again unlike Doom III, they don't want to segregate the majority of the community just to play a game, so they had to make the Source a more diverse engine.

This doesn't have anything to do with it. The overuse of shine is more a flaw in Valve's art direction than a flaw in the engine it'self. Source didn't make it shiny, a Valve artist sat at his computer and took the extra time to add a shiny effect on objects that obviously shouldn't be shiny at all. Poor art direction is the problem here.
 
As my friend Mario would suggest.....

SHINE GET!
 
There was no need for valve to stick an over the top shader on every surface, and they haven't. The way that the shaders have been consistently and subtly used on the maps and the models means the overall effect is quite amazing. Shiny surfaces etc no longer stand out in the levels as graphical highlights, but seem strangely appropirate everywhere they are found.
 
NuMbA.0nE.sTuNtA said:
0ne look at CS:S and it's obvious Valve is going way overboard with the plastic shiny effect. Bricks are shiny, concrete is shiny and reflective, it's worse than Doom3.

Are you judging from screenshots or from first-hand experience? I've spent a lot of time both playing in CS:S, and just walking around a hosted game exploring the graphics capabilities. Nearly everything that should be shiny in real life is shiny in CS:S.

I know it really doesn't seem that way at first, but take a lesson from f|uke:

f|uke said:
Looking around my room, many objects reflect light in a way that changes their apearance based on the viewing angle. plastics, wood, leather.

I did this, actually, after playing Doom 3 the first day it was out. I walked around a few rooms in my house and just observed. I checked many objects from different angles, and indeed, many of the things that you wouldn't think would shine, do. Keep in mind that a lot of the shine effects in CS:S are supposedly caused by wetness, because many levels are outdoors.

-UnmarkedOne
 
Actually, if you go into options, turn the specular mapping thing to low, and it'll remove nearly all the specular mapping. (Well, at least in the beta it did).
 
It's true, there are far, far too many really shiny surfaces in the game. It's not a huge deal of course, just a bit annoying at times. Certain surfaces simulate light reflection via cubemaps which end up showing specular highlights or dull reflections where there should not be any. Like in the following screenshots:

de_piranesi0013.jpg


As you can see, the marble is reflecting something along the lines of a small archway when in reality the only thing it should be reflecting is the wall I'm looking at. It looks totally wrong.

de_piranesi0000.jpg


This one is really, really bad. The hallway is very dark, the marble is rough. It should have very, very dull reflections of the hall itself. Instead, it looks like it belongs in the middle of an open-air courtyard or something. It's reflecting the sky as if there was no roof. It simply doesn't look right at all.

I think I know what Valve is trying to pull off. Every surface will reflect light to a certain degree, but the effect just doesn't work here (there are many other cases, I just can't post all the screens I took). In other cases it's clear that they are just seriously abusing it, like here:

de_chateau0023.jpg


The stairwell is obviously composed of brick and, unless everything was just given a coat of polish 15 seconds earlier, is totally out of place.

Again, it isn't a huge, huge thing. It's just annoying to see such flaws (they really do stand out when seen in motion) tarnish the otherwise good-looking levels. To Valves credit, the shine looks excellent when applied to the right surfaces with. When used in a subtle fashion it really adds something to the scene.
 
If you dont like the shiny, go play regular cs... and have everything dull and shitty looking..
 
I based what i said on dust1 and cbble which i thought were excellent, but some of the maps do feel rushed when compared to others. Here's hoping that some updates will come out in time.
 
genocide604 said:
If you dont like the shiny, go play regular cs... and have everything dull and shitty looking..

See, this is the attitude I don't get. If we don't bring up the problems with games like CS:S and HL2, no one will ever fix them. It's also funny how most people were saying things like "What are you talking about? I've never seen anything other than subtle shine. Post screens!" and then when someone does it's "Well, then you can go back and play regular cs and have everything dull and shitty looking".
 
NuMbA.0nE.sTuNtA said:
0ne look at CS:S and it's obvious Valve is going way overboard with the plastic shiny effect. Bricks are shiny, concrete is shiny and reflective, it's worse than Doom3. In all likleyhood hl2 will suffer the same eyesore, and many who have played the beta have attested to that fact already. Given how so many complained about the overuse of shiny effects in Doom3, I was wondering how you felt about it in hl2.

i think everything in the game that shines, shines in real life, you just dont notice it because its everyday life, pretty much everything in my room has some kind shine, now your just whinging for the sake of it, hl2 has amazing effects, i hate the people on this forum that whinge when the games not out, then you get cs:s and you whinge about how shiny it is, get a grip this game rules
 
NuMbA.0nE.sTuNtA said:
0ne look at CS:S and it's obvious Valve is going way overboard with the plastic shiny effect. Bricks are shiny, concrete is shiny and reflective, it's worse than Doom3. In all likleyhood hl2 will suffer the same eyesore, and many who have played the beta have attested to that fact already. Given how so many complained about the overuse of shiny effects in Doom3, I was wondering how you felt about it in hl2.

mat_specular 0

:)
 
I agree completely about it being too shiny. I can understand things like tiles, and hardwood floors being a little shiny, but it doesn't stop there. I've seen shiny weathered stone, dirt, grass, concrete, old wood, etc. There is no reason for it and it really takes away from the map in my opinion. I understand some objects are indeed shiny, but go walk around in real life. Surfaces are not as shiny overall as they are in CS:S. Additionally, it looks really weird in Chateu to have an old run down mansion that apparently just got it's walls and floors waxed the day before.
 
Who cares if its too shiny? I mean yeah, some parts of the floor do look a little too shiny, but who cares, it looks great. Just have fun playing it, sheesh. ;)
 
the shiny is cool.. and besides.. i think most of the floors are made of "marmer" marbel.. or whatever its called.. the shiny stone type usually very expencive and used for important buildings. cause that kind of stone does reflect very much IRL
 
adobopower said:
Who cares if its too shiny? I mean yeah, some parts of the floor do look a little too shiny, but who cares, it looks great. Just have fun playing it, sheesh. ;)

You don't obviously. But some of us do.

I think it would look much better if they toned it down a lot. Also, I don't really get this. When Doom 3 came out about 90% of the people here complained about it being to shiny and plastic like. Now when Hl2 does it, 90% say we shouldn't care and that we're just nitpicking.
 
qckbeam - Thanks for the screens. It seems more of us are suffering from this problem than I feared...

It seems to be actual 'bug' in Source with certain configurations. And this doesn't bode well for Half-Life 2.

Why do I say this? Because certain other screenshots released of the same locations shown with glitches appear to be glitch free and nowhere near as Shiny. :(

I hope this isn't an indication of how Source is going to perform on certain PC configurations in Half-Life 2.
 
Dude, the shine is only on the floor tiling, how can that be overboard? It's only just noticeable and it's my favorite effect. :dozey:
 
Yes, but the fact which seems to be slipping everyone by, is that on some PCs the lighting functions as it should, and on others it doesn't. It's corrupted.

This doesn't bode well for Half-Life 2, considering it uses the same engine.
 
SubKamran said:
Dude, the shine is only on the floor tiling, how can that be overboard? It's only just noticeable and it's my favorite effect. :dozey:

Huh? It's on everything on my computer. The walls, the floors, the concrete, the stone, the wood, and even the grass in one case. Office is about the only map that doesn't go overboard on it, but even on it the painted walls are shiny and the concrete floor in the garage even has a bit of reflectiveness.

Concept said:
Yes, but the fact which seems to be slipping everyone by, is that on some PCs the lighting functions as it should, and on others it doesn't. It's corrupted.

This doesn't bode well for Half-Life 2, considering it uses the same engine.

Interesting. This definitely deserves to be looked into more. It would also explain things like the apparent contadiction above.
 
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