Just a few new.... HL2 pics?

Those hint box things look pretty interesting. A note to the AI that those are good things to hide behind maybe?
 
Epsi said:
Those hint box things look pretty interesting. A note to the AI that those are good things to hide behind maybe?

HINT nodes are there for special stuff the AI can do in a level, used for doors to tell the AI they can kick in the door for example. I think they're not really used for cover taking, since info_nodes provide all the information for path finding and I think also cover taking.
 
G0rgon said:
Very nice, thanks

but its very clear that this is from older versions of HL2 builds. The prove is NO HDR technology is implemented in any of the models. :S
Most of them are, as Fenric said, shader/render passes. Meaning most of the pictures just contain one of the rendering or shader passes at a time. Accumulatively all of those "weird" looking pictures would be rendered to create full shader and high dynamic range rendering.
 
That HDR stuff is cool,just re-watched that movie and for once I understand what im seeing.(Well not understand but at least i know what it is im seeing)

Did anyone else notice the two clouds as u move up to the Ant Lion look freakily like eyes?
 
Voodoo_Chile said:
Did anyone else notice the two clouds as u move up to the Ant Lion look freakily like eyes?

no, i did not. i just watched it twice, and i have no idea what you're talking about.

did anybody notice that the combine tower is in motion, with a big part moving up and down?
 
I thought the radiosity lighting was the most exciting pic out of them... that doesnt say a lot.
 
Originally Posted by Voodoo_Chile
Did anyone else notice the two clouds as u move up to the Ant Lion look freakily like eyes?
what are you talking about? i just watched again and must be looking in the wrong place. maybe put up a screenshot if you can.
 
I thought splinter cell 1/2 has HDR??? Whenever i look at fire or a light its a blindingly bright white light. It must have it! i know it does!
 
Cool pics of half life 2. Show more and ill still lyk it even if its crappy. Thanks i guess.
 
but its very clear that this is from older versions of HL2 builds. The prove is NO HDR technology is implemented in any of the models
First, HDR isn't implemented in models (except for sky-domes or lights).

HDR is light that ranges past 255,255,255. Think of it this way...

Lets say the sun is 1000,1000,1000 (on the 256 scale). Lets say we have a car which has a reflection of 3% (dull looking car). The reflection of the sun would appear to be...

[1000,1000,1000] x 0.03 = [30,30,30]

Without HDR, the sun would have been clamped down to the 256 scale.

[1000,1000,1000]=[255,255,255]

And our 3% reflection would look like...

[255,255,255] x 0.03 = [8,8,8]
 
operative x said:
I thought splinter cell 1/2 has HDR??? Whenever i look at fire or a light its a blindingly bright white light. It must have it! i know it does!
It's actually a gimmick. It's not true HDR, the engine just takes light values and blows them out when you go to night vision. it's a good trick, but it's not quite hdr. SC is Unreal engine, and the Unreal engine is only DX8
 
Okay, my explanation of HDR came from Atomic magazine. I think it means more or less the same thing, it's just that I didn't make myself clear enough.

Instead of internal lighting calculations in the [0,1] range, HDR is lighting using a [0,16] range.

This means that pixels which are usually constantly dimmed down as they move through the pipeline, losing much of their fidelity, are instead rendered much more accurately. Apparently it helps in things such as natural light and highly relective objects.

So instead of getting a a range of pixels on your screen that display what should be a deepening shadow or a sunburst as a quick change from normal to white or normal to black, you get more lifelike imagery.
 
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