Left 4 Dead Intro

That was awesome. Was that a normal zombie crying at the start?
 
I have a question about this, what do they mean about "cooldown"?

I don't understand, they use it several times in the description of the special classes of the infected-

www.left4dead411.com/infected
 
It means that there's a period of time in between attacks. So, as the Boomer, you can't simply vomit spam, you have to wait for it to recharge.

Probably comes from how old weapons would overheat if fired for too long, requiring a 'cooldown'.

Maybe.
 
The HD version on steam looks even better than the gamespot streaming version.
 
Why can't they make the ingame look like that? Sure it would be a hardware whore, but it would be better than crysis...
 
PS: Was that actually done INSIDE the Source engine? I know those are the actual models and all, and I know there are a lot of things that Source is able to be pushed to do, but that looked so perfect!
I was wondering the same thing...













PS: are those carachters that die in the game gonna die in these cinematics too?
 
Why can't they make the ingame look like that? Sure it would be a hardware whore, but it would be better than crysis...

The game does look like that.


liPillON
Characters don't die in the game, it's a movie style co-op game.
It doesn't have cinematics during the game at all.
 
it wasn't in-game footage but HOLY SHIT THAT WAS SO ****ING AWESOME! They should make a movie like that - just like Final Fantasy has with those graphics.

awesomness at highest performance.
 
it wasn't in-game footage

Maybe some post effect has been added (lights and fog), and they have some monster computer to run that thing, but looks like they used the in-game engine for that video.
 
It was in engine footage.

The post processing effects are also ingame.
 
It was in-engine footage recorded in a similar manner to the Meet the Team videos I believe.
 
Awesome CGI, definitely one of the best intros of the year. I cranked my 5.1 surround system up and the audio was well done.

On the debate of whether this is in-game footage...it's not a debate.

I don't believe for a second that is in-game footage. You have to remember that Valve can import/export those models into programs like Maya, Max, and XSI, they're preferred modeling program of choice and do everything there. Not to mention the obvious Adobe After Effects stuff.

Those characters are undoubtedly higher poly versions of the in game ones. I don't recall every seeing the chick's hair move during the in-game footage either, nonetheless all the other discrete animations like jumping and catching someones hand dangling from a rooftop.... sorry guys, this was NOT in game footage.

The depth of field, motion blur, lighting etc are all movie CGI quality, not source engine. You're being fooled by a combination of a higher quality replication of in-game models, materials, sounds and replica's of the maps. Those animators and 3d-modelers are well paid to fool you into thinking that exact thing, and Valve will never go on record saying that is entirely in-game footage.

Case in point...the Dawn of War intro's weren't even made by THQ, they hire outside 3rd parties to make FMV intros. This I found out on CGI society's website. Valve could have very well done the same thing. Outsourcing is not beyond them, I know this because I have worked for a company that Valve outsourced to in Redmond for marketing promotions and their retail units are completely outsourced to EA.
 
Those characters are undoubtedly higher poly versions of the in game ones. I don't recall every seeing the chick's hair move during the in-game footage either, nonetheless all the other discrete animations like jumping and catching someones hand dangling from a rooftop.... sorry guys, this was NOT in game footage.

I am not an expert, so I am not going to argue. Just one thing: having higher poly versions, more refined animations and hair moving doesn't necessarily mean that the intro is not powered by Source. Sure, I am not expecting that level of detail in the game, for performance reasons.
About the TF2 "Meet the Team" videos, Valve clearly stated that they are powered by Source engine, not pre-rendered CGI, and they are awesome.
 
Not in-game. But it is in-engine. No, this isn't remotely what it will look like in the game, but there's really nothing in it that isn't possible in the engine when framerate is not an issue. DoF, motion blur are all possible in the engine, just not in real-time. Only thing I saw in the trailer that I didn't see before in the engine was volumetric lighting, but there's no reason why that can't be done when you don't have to worry about framerates.
 
On the debate of whether this is in-game footage...it's not a debate.

You are right that it doesnt represent ingame footage and that they use higher detail character models and such, but the base footage is shot using the source engine, Valve have an as yet unreleased machinima toolset that they have been using since the Meet the Heavy video, some images of this existed a while back. Obviously you arnt gonna see a tank smashing shit up like that, and of course everythings sexed up for the cinematic, but the collapsing fire escape can easily be scripted for the video as an animated model, in the same way as the collapsing bridge in Ep2. As for the shinies, many post effects are possible in source that never get used in the games themselves due to performance, depth of field for instance can be added in Garrys Mod.

By the way, for anyone interested, there is an annoyingly edited preview video of some 360 singleplayer footage that shows the very start of No Mercy, which connects up to the end of this cinematic.

http://www.viddler.com/explore/TRUEGAMEHEADZ/videos/85/

At about 1:00.
 
Not in-game. But it is in-engine. No, this isn't remotely what it will look like in the game, but there's really nothing in it that isn't possible in the engine when framerate is not an issue.

That's my opinion. It is Source pumped at the highest possible level, since framerate and performances are not an issue in an intro video.
 
The video is using the game engine but has been polished up, much like they do with the "Meet the" videos, its higher resolution and more polygons. Obviously the actual game won't have that much detail but the videos are made with the game engine.
In the end of the day, who f**king cares the video was incredible! :D
 
There are some very uneducated assumptions being made here, specifically comments made by watchtower and one of pvtryans comments.

All the effects are able to be done and are actually done in game, period.

They will undoubtedly be using best quality versions of everything, as others have said, think TF2's "Meet the..." movies.

There are some custom animations, but most of it's in game stuff, like Zoe's hair swaying.

The post processing effects were mostly already possible in source, but the version of the source engine L4D uses has been majorly upgraded and is now able to do all these effects in real time.

Lobster appears to know what he's talking about and hunter-killer has the right point ;)
 
Have you actually read my post?

Yup;

No, this isn't remotely what it will look like in the game, but there's really nothing in it that isn't possible in the engine when framerate is not an issue. DoF, motion blur are all possible in the engine, just not in real-time.

The game looks very close to this, i've played it.
DOF and motion blur are already real time in TF2 and DOD:S
 
As far as I know, there is no Depth of Field effect in TF2 or DoD:S. There's a distance blur that's used in Gary's Mod, but nothing like true DoF. Motion blur, however, is and has always been a feature in DOD:S and TF2.
 
Hmm, come to think of it, i can't think of specifics for the DOF in game, but it *is* in engine ;)
 
May I jump into this mosh pit? Valve has stated they have used a variety of tools to make these videos. Now "Watchtower" is partially correct in saying (in bold):
On the debate of whether this is in-game footage...it's not a debate.

I don't believe for a second that is in-game footage. You have to remember that Valve can import/export those models into programs like Maya, Max, and XSI, they're preferred modeling program of choice and do everything there. Not to mention the obvious Adobe After Effects stuff.
Those characters are undoubtedly higher poly versions of the in game ones. I don't recall every seeing the chick's hair move during the in-game footage either, nonetheless all the other discrete animations like jumping and catching someones hand dangling from a rooftop.... sorry guys, this was NOT in game footage.

The depth of field, motion blur, lighting etc are all movie CGI quality, not source engine. You're being fooled by a combination of a higher quality replication of in-game models, materials, sounds and replica's of the maps. Those animators and 3d-modelers are well paid to fool you into thinking that exact thing, and Valve will never go on record saying that is entirely in-game footage.

Case in point...the Dawn of War intro's weren't even made by THQ, they hire outside 3rd parties to make FMV intros. This I found out on CGI society's website. Valve could have very well done the same thing. Outsourcing is not beyond them, I know this because I have worked for a company that Valve outsourced to in Redmond for marketing promotions and their retail units are completely outsourced to EA.
Now the parts that are wrong are not bold. The hair does sway with physics. They actually implementetd it with the old characters just to see if they liked how the tech looked. It was also stated that would be a CPU intensive thing so a multi-core core processer would add that effect, similar to TF2 effects. It was a little dramatic with the catching of hand thing but ya, you can rescue people from falling like that in-game. The sounds, etc may have also changed and we were seeing old versions. The sounds probably sound like that now. If not, then there is always skin packs. If you can believe it, this DOD:S Tech Video was all in-game:
http://www.youtube.com/watch?v=8BRYhg7MKec&feature=related
Another memorable video was the HL2: Episode 2 intro:
http://www.youtube.com/watch?v=3Okd-V2UZWM
They also mention that SteamWorks will offer us a robust amount of tools and you too, can make your very own L4D video that looks grand:
http://websense.shacknews.com/onearticle.x/50336
Off-topic but when you kill a zombie, it's part scripted animation and physics. It's all to wow you and is pretty damn amazing. Also if you have seen any of the new vids, such as in Dead Air with the plane crashing, the graphics look like the CGI movie. The reviewers say the same thing as well. I hope this cleared up some things.

-hool10

*They also have finally added those effects into the game because you can see it in the gameplay vids. We are at that point in which it's DX9 or GTFO-and-buy-a-console-if-you-cant-handle-it stage with the Source engine.
 
Why doesn't Valve just get into the movie business once and for all? After "Meet the Team" and now this!
 
That's right hool, physics based animation is a new tech that was added to the L4D version of the source engine.
 
Why doesn't Valve just get into the movie business once and for all? After "Meet the Team" and now this!

Because there's a huge difference in the way you tell a story in 4 minutes and 30 seconds than in 2 hours.
 
Because there's a huge difference in the way you tell a story in 4 minutes and 30 seconds than in 2 hours.

Not to mention how long it takes them to put together 4 minutes. At this rate it would take most of a decade to put together a feature-length film. Granted, making a film has never been their primary focus.
 
How long does it take them Qhartb?
 
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