HL Rally: Source Screenshots

A

Azlan

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One out of a handful of truly different mods in the works, HL Rally focuses on racing through Half-Life 2 inspired terrain in what appears to be some nice sports cars. These shots are from a recent playtest by the HL Rally team.[br]

[br]To support and/or learn more about this mod, visit their site here.
 
woot I loved the first one, hopefully this one will have collision physics
 
whoa, I think this is a first.. the cry engine defiantely beats the pants off the source engine when it comes to racing visuals.
 
clarky003 said:
whoa, I think this is a first.. the cry engine defiantely beats the pants off the source engine when it comes to racing visuals.
Well I think thats mostly due to the fact more work has (so far) gone into the FarCry racing mod. That and it also has tons more foliage to begin with whereas HL2 only had a few tree's and some grass.

Things will pick up once mods start making their own materials and not trying to use HL2's for everything.
 
The Dark Elf said:
Well I think thats mostly due to the fact more work has (so far) gone into the FarCry racing mod. That and it also has tons more foliage to begin with whereas HL2 only had a few tree's and some grass.

Things will pick up once mods start making their own materials and not trying to use HL2's for everything.
I doubt that the source-engine can render (with recent hardware) those vast landscapes u see on the FarCry-Racing Mod. Source is good for small arenas...thats it.
 
I agree with Schoppi, HL Rally has a long way to go, there's plenty more good online rally sims out there. Right now, HL Rally aint one of them.
 
schoppi said:
I doubt that the source-engine can render (with recent hardware) those vast landscapes u see on the FarCry-Racing Mod. Source is good for small arenas...thats it.
I havent doubted that obviously
 
Actually the source engine can handle vast wide open landscapes you boobs. Try reading a sysnopsis of the source engine or look into Twilight War: After the Fall a MMORPG that is licensing the source engine for their game.

P.S. compare the two engines through these mods HL rally has obviously only just started their modeling work for their vehicles where as the other one has had plenty of time to work on and fine tune everything and make it look pretty.
 
Looks great. And it won't get shut down for violating intellectual property rights!
 
yadalogo said:
Actually the source engine can handle vast wide open landscapes you boobs. Try reading a sysnopsis of the source engine or look into Twilight War: After the Fall a MMORPG that is licensing the source engine for their game.

P.S. compare the two engines through these mods HL rally has obviously only just started their modeling work for their vehicles where as the other one has had plenty of time to work on and fine tune everything and make it look pretty.
sure, the map can be big, and you can make it 100+ kilometers as I've said countless times BUT and its a big but. You've got a finite amount of detail, brushes, props, sprites, npc's you can put in it and the larger you make it (which is basically just a case of making things smaller) the less accurate the physics engine.

So feel free to make a 200km x 200km map.. But then consider how your gonna keep that from looking incredibly sparse. If you think you can get farcry like foliage on a map so big, or even on a default full sized map, your not going to like the results as you run out half way through. Yeah there are tricks, doubling up, faking it. But still.

As for the MMORPG, so far their the only ones who realise this outside of Valve. They don't expect to be making huge seamless maps other than very basic looking ones mostly for desert like area's, cause they know there's limits involved.
 
An engine licensee can add whatever technology they see fit - they could easily have increased the map size, added a dynamic LOD system for foliage etc..

Modmakers don't have the same luxury.
 
Pi Mu Rho said:
An engine licensee can add whatever technology they see fit - they could easily have increased the map size, added a dynamic LOD system for foliage etc..

Modmakers don't have the same luxury.
they could but according to the guy who runs it, they didn't. They still seem to be having the same problem, large and sparse, small and detailed.
 
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