Half Life 2 Video Details And Stuff
Hey guys sorry about the previous post, I should have checked it before posting, I got carried away, and didn’t check it I reckon it needed formatting , a spelling and grammar corrections. Don’t think I writte like an Indian hehe, it was just a thing I did in a while and didn’t check it afterwards.
Misc Info
Ok guys so I'm not a regular poster here, hell this is my third post , and I've been registered since sept 2003. But I’ve been visiting the page and forums since it first opened. So I figured to make a thread about interesting stuff you could find in the vids of Half-Life 2. From cool things to bugs to
whatever the hell you want.
First let me remark something i've seen in the traptown bink , if you look to the background when Hordon , reaches the rooftop , you can see, what I suppose is a church; with the architectural patterns of the buildings in the Russian Red Square (yeah those onion-like domes). Just a nice hint about location. About the combine tower reaching to the clouds, which was claimed as a programming imposibility by some, if you check the 2004 teaser trailer where Gordon is in a park , facing a column with our friend Breen delivering his propaganda crap . The tower can be seen in the back and VALVe has indeed made to blend with the clouds so we can get the feeling that it is really huge. Also a nice detail is that as this is possibly quite early in the game, you actually see that not every part of the tower is complete and it's being constructed at the time.
E3 Vids
The Train Station
Ok now regarding the E3 videos, one really cool thing is when you reach the station you can see, little papers or some kind of garbage rolling on the ground, neat. Also there's a clock which marks (i think) 6.30 Freeman wakes up early for the job . Also some of the posters seen where the metrocop pushes the guy against the luggage , have a picture of Dr. Breen on it. When you get to the guy who tells you not to drink the water , you can see some cool real time dinamic lighting , on the bag and bottle on the table they actually cast a shade on the table, seems valve may have tweaked the lightning system more than we actually know. But in the same scene you a can see the guy sitting on the bench , with it's shadow proyected on the floor as if he was sitting on the air. Same thing when you are reaching , the fences and there's another guy sitting. Also some of the garbage looks too flat .
But i don't want to be picky just sort out some bugs that may come as useful knowledge to the guys from Valve , I'll check more thouroughly for bugs later. Later in the scene , when Gordon reaches the screen and Breen says “welcome to City 17” , there's a table and all the luggage on it casts a shadow through it. It's sweet to see the nova prospekt sign someone noticed , and also the other sign in the door you are forced to enter says security. Also, if you see beyond the fences , where the train is you see a combine using a mainframe wonder what's he doing?
The part you are peeking through the hinge of the interrogation room and the combine soldier comes to close it , and you see his right side is lit where as the other side is shady and before that he was being lit differently. This is because part of him was under the spotlight used to interrogate the citizen whereas the new light source seems to come from a window or smthg , just as cool as with the metrocop who escorts you when he passes under the lights. The ominous looking interrogation room has some neat stuff in it apart from the blood on the floor , on the left wall you can see some black lines , like the ones used when they photograph convicts. You can also see a computer and another of those cam thingies like the ones that photographs you earlier.
Buggy Scenes 1 & 2
In the first buggy scene there's not too much to say. But I think the road textures are in danger of looking a little crappy maybe it's just the vids quality. Also you can note, on the water there is a black spot, and on the rock formations near the water there is a thing that looks circular maybe a small rock? I'm still wondering if these things are there for a reason. Also since the light is coming from the same side as the rock walls , shouldn't these cast a bit of shade? The same happens in the next scene though this time is comes from the back too so maybe it's a bit more justified.
Nice work on the leafless' trees the look quite convincing compared to another foliage, and nice reflection effects on the windows.
I'd like to remind also tough this has been adviced to the guys at valve that shooting inside the house or when the comb soldier gets under the shade of wooden "house" "hut" , where you "park" the buggy, doesn't create light as opposed to what we saw in the traptown vid. When you look out the window , and see the combine near the tree , you can actually see another soldier on the road. Bet not many have seen him, also when you first use the IR rifle there are 2 soldiers and one of them is using some gun with a "weird" shooting effect maybe a shotgun or the normal shot of the IR rifle (don't know). He's the one on the back , standing on the stairs I dunno for sure , but he's the reason why your health goes down so drastically, he takes like 24 heatlh points in one shot. It seems he's using a shootgun or a magnum since his shooting is not as constant. Also when Gordon kills the 2 guys when exiting the house he picks up a magnum , sure as hell it will be hard to fight of combine soldiers and metrocops sporting magnums.
Also, the reason why this scene actually looked quite easy for some is simple if you check it out. It seems the player is using auto-aim! Also note that in most presentations, except when using vehicles there’s no cross-hair!
About the nades which some of you complaind about the red light it showed , in this vid when you first get out of the buggy , one nade is thrown down the buggy and there is no light. Meaning the light was put intentionally by valve in the coast demo or there may be different kind of nades. Also when the nade explodes the buggy doesn't move or just slightly , maybe that's because that particular kind of grenade isn't so powerful or it was a bug since , if you can make the buggy fly around quite a bit with the manipulator i suppose a nade has to have some effect on it.
Clossing Comments
Ok I may continue my work later , but i first want to see some impressions on this. I don't want to be bitchy I'm gonna love this game so much no matter what , but since Valve tends to perfection i'd like to point out some really cool things taht may come unnoticed or some bugs that may slip under your noses . Also I'd be grateful if someone could tell me if the LOD (level of detail) technique can be applied on textures , i suppose hl2 won't have much of a problem with this anyway but to be honest and i didn't want to bring this up the leak has some serious probs with textures from near o mid distances the loose sharpness a lot.
Well guys i leave you with a quote from Father Grigori, which I think not many heard well.
"Greetings brother, and so we meet at last you are to be commended for avoiding my traps they're the work of a man who once had too much time on his hands, now finds time for nothing but the work of salvation. I suspect you have little wish to remain in Ravenholmn so I'll show you to the mines. Follow me brother and tread lightly for this is hallowed ground" (and English is not my first language It's Spanish) Don't you think Ravenholm sounds too German for a Russian setting , or pseudo Russian maybe Gordon moves quite a bit throught Europe? Some one please look for a Ravenholmn map.Ok guy's tell me if you want me to continue with this freaky analisys or we leave it up to here.
C-ya guys.
Hey guys sorry about the previous post, I should have checked it before posting, I got carried away, and didn’t check it I reckon it needed formatting , a spelling and grammar corrections. Don’t think I writte like an Indian hehe, it was just a thing I did in a while and didn’t check it afterwards.
Misc Info
Ok guys so I'm not a regular poster here, hell this is my third post , and I've been registered since sept 2003. But I’ve been visiting the page and forums since it first opened. So I figured to make a thread about interesting stuff you could find in the vids of Half-Life 2. From cool things to bugs to
whatever the hell you want.
First let me remark something i've seen in the traptown bink , if you look to the background when Hordon , reaches the rooftop , you can see, what I suppose is a church; with the architectural patterns of the buildings in the Russian Red Square (yeah those onion-like domes). Just a nice hint about location. About the combine tower reaching to the clouds, which was claimed as a programming imposibility by some, if you check the 2004 teaser trailer where Gordon is in a park , facing a column with our friend Breen delivering his propaganda crap . The tower can be seen in the back and VALVe has indeed made to blend with the clouds so we can get the feeling that it is really huge. Also a nice detail is that as this is possibly quite early in the game, you actually see that not every part of the tower is complete and it's being constructed at the time.
E3 Vids
The Train Station
Ok now regarding the E3 videos, one really cool thing is when you reach the station you can see, little papers or some kind of garbage rolling on the ground, neat. Also there's a clock which marks (i think) 6.30 Freeman wakes up early for the job . Also some of the posters seen where the metrocop pushes the guy against the luggage , have a picture of Dr. Breen on it. When you get to the guy who tells you not to drink the water , you can see some cool real time dinamic lighting , on the bag and bottle on the table they actually cast a shade on the table, seems valve may have tweaked the lightning system more than we actually know. But in the same scene you a can see the guy sitting on the bench , with it's shadow proyected on the floor as if he was sitting on the air. Same thing when you are reaching , the fences and there's another guy sitting. Also some of the garbage looks too flat .
But i don't want to be picky just sort out some bugs that may come as useful knowledge to the guys from Valve , I'll check more thouroughly for bugs later. Later in the scene , when Gordon reaches the screen and Breen says “welcome to City 17” , there's a table and all the luggage on it casts a shadow through it. It's sweet to see the nova prospekt sign someone noticed , and also the other sign in the door you are forced to enter says security. Also, if you see beyond the fences , where the train is you see a combine using a mainframe wonder what's he doing?
The part you are peeking through the hinge of the interrogation room and the combine soldier comes to close it , and you see his right side is lit where as the other side is shady and before that he was being lit differently. This is because part of him was under the spotlight used to interrogate the citizen whereas the new light source seems to come from a window or smthg , just as cool as with the metrocop who escorts you when he passes under the lights. The ominous looking interrogation room has some neat stuff in it apart from the blood on the floor , on the left wall you can see some black lines , like the ones used when they photograph convicts. You can also see a computer and another of those cam thingies like the ones that photographs you earlier.
Buggy Scenes 1 & 2
In the first buggy scene there's not too much to say. But I think the road textures are in danger of looking a little crappy maybe it's just the vids quality. Also you can note, on the water there is a black spot, and on the rock formations near the water there is a thing that looks circular maybe a small rock? I'm still wondering if these things are there for a reason. Also since the light is coming from the same side as the rock walls , shouldn't these cast a bit of shade? The same happens in the next scene though this time is comes from the back too so maybe it's a bit more justified.
Nice work on the leafless' trees the look quite convincing compared to another foliage, and nice reflection effects on the windows.
I'd like to remind also tough this has been adviced to the guys at valve that shooting inside the house or when the comb soldier gets under the shade of wooden "house" "hut" , where you "park" the buggy, doesn't create light as opposed to what we saw in the traptown vid. When you look out the window , and see the combine near the tree , you can actually see another soldier on the road. Bet not many have seen him, also when you first use the IR rifle there are 2 soldiers and one of them is using some gun with a "weird" shooting effect maybe a shotgun or the normal shot of the IR rifle (don't know). He's the one on the back , standing on the stairs I dunno for sure , but he's the reason why your health goes down so drastically, he takes like 24 heatlh points in one shot. It seems he's using a shootgun or a magnum since his shooting is not as constant. Also when Gordon kills the 2 guys when exiting the house he picks up a magnum , sure as hell it will be hard to fight of combine soldiers and metrocops sporting magnums.
Also, the reason why this scene actually looked quite easy for some is simple if you check it out. It seems the player is using auto-aim! Also note that in most presentations, except when using vehicles there’s no cross-hair!
About the nades which some of you complaind about the red light it showed , in this vid when you first get out of the buggy , one nade is thrown down the buggy and there is no light. Meaning the light was put intentionally by valve in the coast demo or there may be different kind of nades. Also when the nade explodes the buggy doesn't move or just slightly , maybe that's because that particular kind of grenade isn't so powerful or it was a bug since , if you can make the buggy fly around quite a bit with the manipulator i suppose a nade has to have some effect on it.
Clossing Comments
Ok I may continue my work later , but i first want to see some impressions on this. I don't want to be bitchy I'm gonna love this game so much no matter what , but since Valve tends to perfection i'd like to point out some really cool things taht may come unnoticed or some bugs that may slip under your noses . Also I'd be grateful if someone could tell me if the LOD (level of detail) technique can be applied on textures , i suppose hl2 won't have much of a problem with this anyway but to be honest and i didn't want to bring this up the leak has some serious probs with textures from near o mid distances the loose sharpness a lot.
Well guys i leave you with a quote from Father Grigori, which I think not many heard well.
"Greetings brother, and so we meet at last you are to be commended for avoiding my traps they're the work of a man who once had too much time on his hands, now finds time for nothing but the work of salvation. I suspect you have little wish to remain in Ravenholmn so I'll show you to the mines. Follow me brother and tread lightly for this is hallowed ground" (and English is not my first language It's Spanish) Don't you think Ravenholm sounds too German for a Russian setting , or pseudo Russian maybe Gordon moves quite a bit throught Europe? Some one please look for a Ravenholmn map.Ok guy's tell me if you want me to continue with this freaky analisys or we leave it up to here.
C-ya guys.