Disappearing Wood

Ry102

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Is it just me or does the wood fragments disappear after the man hack hits the boxs in the tunnel video. It seems like after a couple of seconds the fragments disappear.
 
Im sure you can set a command to make the fragments to stay anyway...

No offense but, we are really reaching for crap to complain about now....this is getting sad.
 
Anyone remember the first time they saw the hl2 vids? i did, it was magic!
 
But seriously you guys cant forget that the videos were made on an old build of HL2.
 
Uh.. I can bet you that when you brake box in HL2, it will act just like it did in this video. Big deal? Not really. Over-hyping game for ourselves? Yes.
 
It would be real nice if the fragments from breakables remained. I'm not sure how much slowdown that would cause though. Perhaps it could be an option...
 
how about they just dont release the game and you can sit there and cry all alone? that's what i thought, shut up and be happy.
 
take your expectations back to what they were before you start analyzing the videos. consider for a moment the polygon count if every little bit of shattered object remained.

your mind may have not given HL2 limitations but your PC probably will.
 
You can set the delay for how long fragments/gibs stay on the ground in modifications for Half-Life 1, but it's only faded out for performance reasons.

Same goes for Half-Life 2. But yeah, it'd be nice if certain things would stay around forever.
 
Polycount? The polygons were there when the object was intact, why would the polycount increase when the object is destroyed?

When CS 1.5 was released, everybody was freaking out because the corpses were supposed to stay on the ground forever. Players said it would increase lag and/or decrease framerate, but the corpses aren't more demanding for a computer than a living player model...

Things that disappear usually are things that ''spawn'', that weren't there previously, like decals (bullet holes, explosions, stuff...).
 
Originally posted by CordlessPen
Polycount? The polygons were there when the object was intact, why would the polycount increase when the object is destroyed?
Correct me if I'm wrong, but I don't think to law of conservation of mass applies to polygons, too.
 
It is a map makers decision to have the box break the way it does, it is also the map makers decision to have the fragments stay or fade out to oblivion.
 
The more useless polys they destroy, the more horsepower they have for other things. I'm sure you can enable it to stay, just like in HL. HL@ allows breaking behavior as simple as in HL all the way up to complex tiny pieces that remain. It's up to the map designer where they want to spend their polys.
 
seriously, u guys need to stop finding little things to whine and cry about.
 
Originally posted by symptom
Correct me if I'm wrong, but I don't think to law of conservation of mass applies to polygons, too.

The way objects break in HL2, I think the polycount actually stays the same. In HL1, the objects disappeared because they were gibs, so a plain, square box turned into many smaller, more detailed gibs. In HL2, the objects stays almost the same, except that it's split in two halves.

Not exactly the law of conservation, but close enough ;)
 
it would make sense to me that the polys increase when you break something because not only does the surface area increase, but also the detail in the break also may include extra polys.

and, to end this topic forever, making stuff disappear after its been broken or whether it stays is a decision of whoever made the map. so it can stay if the designer wants to. the only reason id want splinters to last more than a minute is if i broke a bunch of stuff and had to clear a path by making a pathway with my legs. im not expecting it to be in HL2 and i dont care. hl2s gonna be a great game and we should all know by now to not be whiny when hl2 doesnt have something, especially if no other game does.

-XtA km4p
 
Originally posted by CordlessPen
The way objects break in HL2, I think the polycount actually stays the same. In HL1, the objects disappeared because they were gibs, so a plain, square box turned into many smaller, more detailed gibs. In HL2, the objects stays almost the same, except that it's split in two halves.

Not exactly the law of conservation, but close enough ;)
Hm m... I figured that if it were in smaller, seperate pieces there would be more polygons. Because when you just have a box, it's pretty much just 6 one-dimensional sides, but when there are gibs it splits into a bunch of three-dimensional pieces. I really don't know much about what I'm talking about though... :dork:
Originally posted by Apos
HL2 allows breaking behavior as simple as in HL all the way up to complex tiny pieces that remain. It's up to the map designer where they want to spend their polys.
This is exactly what I wanted to hear. Hope that's true...
 
Bodies also disapear. I watched the E3 vis, when the antlions start attacking the autogun (Robot gun) and they get killed their bodies quickly vanished from the floor. Valve need to fix this, but I am sure its been fixed cuase this vid is a year or less old. :cheers:
 
Originally posted by symptom
Hm m... I figured that if it were in smaller, seperate pieces there would be more polygons. Because when you just have a box, it's pretty much just 6 one-dimensional sides, but when there are gibs it splits into a bunch of three-dimensional pieces. I really don't know much about what I'm talking about though... :dork:This is exactly what I wanted to hear. Hope that's true...

Guys....what's important is not just how many polygons are in the scene but how many have to be rendered. I don't know how they handle the actual polygon counts but you can be sure that the engine is rendering more when there are little pieces on the floor.
 
But seriously you guys cant forget that the videos were made on an old build of HL2.
AAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRGGGGGGGGHHHHHHHHHHHHHH
 
Originally posted by Typhon
Guys....what's important is not just how many polygons are in the scene but how many have to be rendered. I don't know how they handle the actual polygon counts but you can be sure that the engine is rendering more when there are little pieces on the floor.
Yeah, well that's the whole point.
 
dagobert's mission in life is to correct us all every time we say that. And I don't even know what the truth is. Dagobert? ;)
 
I'm getting really tired of you people BITCHING about the most worthless crap. Half-Life 1 was one of the best games ever. and it couldnt do half the stuff half-life 2 seems to be doing, but guess what? The game was still a masterpiece. Stop acting like if the wood disapears the game is going to be complete crap. Grow up.
 
it worked the same way in HL1 to reduce lag. there is a setting in hl1 to make them stay longer and in multiplayer it would just show on your computer longer.
 
it worked the same way in HL1 to reduce lag.
No, it worked the same way in HL1 to reduce CPU overhead for rendering vertices.
 
ok the shelf wood didn't dissapear.... jus the crate wood did. (they did say that the game will be much better and diff to the vids u see man.

they did say in pcgamer mag i read

1) all decal, ammo, bodies will stay and i believe it will all stay.
2) no scripted scenes? hmm wow would be FAB! how Gr8 the AI has become! :)
 
Originally posted by Wraith
how about they just dont release the game and you can sit there and cry all alone? that's what i thought, shut up and be happy.

if you don't likere to here complaints or other peopls opinions than i suggest you lock yourself in a room and throw away the key.

This is a forum we are all alowed to express our fealings no matter how much you may not like it.
 
Well, well, looks like the wood police is back ...

Personally I don't mind wood disappearing, as long as it happens when I turn away (and if performance is OK it should stay on the screen).
 
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