Ne1 else think the combine model looks a little dated?

:( If they wanted us to know that, they would have released a screenshot, or a demo of it.
 
InFeRnO said:
Wow thank you, took the words right out of my mouth.

I don't even know why I bother looking at these forums, I mean the lack of intelligence is overwhelming... You guys have to honestly think without bias - Doom 3 is a MUCH better looking game. "Ohhhh Doom is too shiny, HL2 looks more real" - Yeah okay, you keep thinking that.

Get your heads out of your asses, I am waiting for HL2 and and am expecting to love it just as much as I loved the first game, but I know for a fact that it's graphics are already starting to be dated - all of this will not matter to me, seeing as I'm not wasting money on a computer when my car is so much more fun...

Either way, Doom was meant for looks, get over it.

Thank you for being so narrow-minded that you can't accept the fact that people can form their own opinions. Jesus Christ.
So far the majority of Doom 3 fanboy's that have come onto this forum haven't been able to see that people have their own opinions about things.

Oh and by the way, before you come back with the oh-so-clever "You're a stupid fanboy" retort at me, you should read through this thread and see what i said about Doom 3's graphics.
 
Doom3 has real-time shadows over HL2. That's it. Now look at how much is needed to be sacrificed due to system resources and developing time as opposed to HL2.
I think I speak for most people here when I say that it would be dissappointing if Valve decided 'we need to push the envelope of.... shadows!!'; and HL1's sequel was just HL1 with real-time shadows.
 
I think Valve is happy with it's lighting. If they wanted to make a Doom3 like game, sure they would want that perfect lighting, but they aren't, and they don't. I'm sure the next nextgen game engine's will need to have unified lighting like Doom3's to be considered anything better, but still. who knows.

Do we know if Doom3 is gonna have HDR? Hmm.. I'll have to look into that.
 
Everyone knows how much Valve has spent on the project so far ($40 mil for those who aren't aware), people gotta understand that Source was developed to be incredibly versatile for both indoor and vast outdoor areas. Doom3 would never be able to render the outdoor environents as good as HL2 with stable framerates. What good is a game engine like Doom3 if it can only be used for other projects similar to it, e.g Quake4? I admit Doom3 looks very pretty for the environment it's set in, but in terms of detail throught different environments, HL2 wins hands down.

If Valve wanted to make HL2 look like Doom3, with 40 mil they would've no sweat.
 
If you wanted to make a BF1942 type game you'd use.. the Source Engine.

If you wanted to make a Counter-Strike style game you'd use.. the Source Engine.

If you wanted to make a game with vehicles in it, you'd use.. the Source Engine.

If you wanted to make near enough any game that is outside, you'd use.. the Source
Engine.

If you wanted to build a game with realistic characters, and character interaction, you'd use... the Source Engine.

I could go on, but this thread would have been much smaller if I had listed the things Doom 3's engine CAN do, rather than those it can't. Doom 3 is kind of limited in scope, so its pretty easy for ID to make sure it can do the one thing it does do WELL(Although the shadows are really too sharp for my liking...).

If you wanted to make a Doom 3 Style game..you'd use the Source Engine ;)

Ok, that last one might not be true, but I pretty much believe that you could create a similar polished plastic looking game in the Source Engine. Don't they technically only use one type of Shader in Doom 3? Think about it, they only have to detail one tiny area at a time, of course they can lavish lots of detail on it.

I haven't seen any awesome effects from Doom 3 yet, not even water or something like the space warp effect of the striders.


It just annoys me that people focus on shadows as the only element where Doom 3 tops half-life 2. I mean of course, IN THE FOOTAGE OF THE UNRELEASED GAME we have seen.

Maybe I just prefer playing the type of game where people ask "what's that on TV?" rather than "Ooh, that game is all sparkly, what is it?"
 
I think HL2 looks very real, a lot more real than Doom 3. Doom 3 is like a cartoon (just really detailed), it is all rubber and hard plastics with textures ontop!
 
http://www.hl2fallout.com/screenshots/screenshots/stun_batton?full=1

This is the screenshot that makes me piss in my pants - look at the detail of textures!...the bricks on the wall look actually that they have been cracked from different areas, the textures aren't repeatitive *cough*doom3*cough* and the the human/combine models may not have that much detail - but the textures of their skin and all are so realistic.
 
Crusader said:
If you wanted to make a BF1942 type game you'd use.. the Source Engine.

If you wanted to make a Counter-Strike style game you'd use.. the Source Engine.

If you wanted to make a game with vehicles in it, you'd use.. the Source Engine.

If you wanted to make near enough any game that is outside, you'd use.. the Source
Engine.

If you wanted to build a game with realistic characters, and character interaction, you'd use... the Source Engine.

I could go on, but this thread would have been much smaller if I had listed the things Doom 3's engine CAN do, rather than those it can't. Doom 3 is kind of limited in scope, so its pretty easy for ID to make sure it can do the one thing it does do WELL(Although the shadows are really too sharp for my liking...).

If you wanted to make a Doom 3 Style game..you'd use the Source Engine ;)

Ok, that last one might not be true, but I pretty much believe that you could create a similar polished plastic looking game in the Source Engine. Don't they technically only use one type of Shader in Doom 3? Think about it, they only have to detail one tiny area at a time, of course they can lavish lots of detail on it.

I haven't seen any awesome effects from Doom 3 yet, not even water or something like the space warp effect of the striders.


It just annoys me that people focus on shadows as the only element where Doom 3 tops half-life 2. I mean of course, IN THE FOOTAGE OF THE UNRELEASED GAME we have seen.

Maybe I just prefer playing the type of game where people ask "what's that on TV?" rather than "Ooh, that game is all sparkly, what is it?"
Use the Source engine for a BF1942 -type game, and watch it roll over and die. The physics would break.
 
I don't get this weirdness over Doom3, that dood who was here talking about his car should have his spine replaced with molten oil...i ****ing hate waynestyles who do their cars up and think that in some way they are now more 'bad boy' or 'solid'....anyways, we have only seen vids of both and i preferred the HL2 vid. Doom was always fun but i would take HL over it nay day and i presume the same shall be true of HL2.

Doom 3 seems to be a bit of a one trick dog, it can make these freaky indoor scenes look magnificent, i don't see why people think that HL2 won't be able to regardless of whether you like the game it is current technology that had been highly invested in, if they are pushing the boundaries with their engine, i doubt very much it is going to look significantly worse or even slightly worse.

Both games shall rock and both games shall look incredible to the point where most people won't be able to get all the effects on and running so the debate is pointless for 95% of the gamers.
 
ComradeBadger said:
Use the Source engine for a BF1942 -type game, and watch it roll over and die. The physics would break.

How do you know that? This isn't in a whiny voice this is in an enquiring what would break it down voice.
 
HL2 can only do maps to a certain size. To get bigger (ala BF) maps, you have to increase the scale, which, if you push it too far, will break the physics engine.
 
How do you know it will break the physics? Didn't they say physics would remain correct even if you scaled up the units?
 
Crusader said:
How do you know it will break the physics? Didn't they say physics would remain correct even if you scaled up the units?

They said the more to scaled everything up, the more innaccurate the physics would be.

They also stated a "cut-off point" (can't remember it exactly, go see the FAQ on VERC) where they thought anything beyond that would be too inaccurate.
 
ComradeBadger said:
HL2 can only do maps to a certain size. To get bigger (ala BF) maps, you have to increase the scale, which, if you push it too far, will break the physics engine.

HL2's current mapsize is 16384 x 16384 units right? I recall one unit being one inch on standard. So that means maps can currently be 416,15 m x 416,15 m large, that's already pretty big. But if you set 2 inch = 1 unit, then it becomes 832x832 m, plenty for most BF1942 maps. And physics are accurate 1/16 of an inch (instead of the 1/32 normally) plenty accurate for online play I think.
Only thing to worry about is the entity limit, but then again, BF1942 didn't have that many props either.
 
Crisis King said:
Lol, If you look carefully shadows are missing. Half-Life 2 sucks with shadow casting!

Are you blind or something? obviously they are there - but not so noticeable because they are directly below the the characters (must be somthing to do with the time of the day when shadows are smaller in length). See that dark part below that combine soldier?
 
In that screenshot, and the others released at the same time, the shadows were incorrectly alligned.

Still, it's fairly obvious that there are shadows in that picture.

OMG They replaced shadows with dark patches where light isn't!
 
The more you change the scale, the less accurate the physics are. Beyond a certain point (I believe it is 32) they will break, and the engine will too.

Source is not built for such things. It's for the same things as the Doom 3 engine. FPS.
 
To get it to that breaking point, you're talking insanely huge levels, not just Battlefield type levels. Entity limits are probably going to be the bigger problem, but as was earlier mentioned, battlefield maps are pretty sparse anyway.
 
Crusader said:
To get it to that breaking point, you're talking insanely huge levels, not just Battlefield type levels. Entity limits are probably going to be the bigger problem, but as was earlier mentioned, battlefield maps are pretty sparse anyway.
Quite true. But here's the physics-breaking part

VERC HL2 Mod FAQ said:
Mods can choose their own unit scale for the world. For example, 1 unit could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will be adjusted accordingly, but collisions are only guaranteed to be accurate to 1/32nd of a unit.

You don't want to get near that limit.
 
Yeah, but I believe you would be able to get BF sized maps without exceeding the limit. So really it only applies if you want to make a really ****ing huge map.
 
Actually, you wouldn't be able to make a huge map for HL2, you'd have to set the scale, making it a mod.

Anyway I'm picking hairs :E
 
ComradeBadger said:
Quite true. But here's the physics-breaking part



You don't want to get near that limit.

1/32nd isn't the 'physics-breaking' limit. It's the standard accuracy. What they mean is that physics are accurate up to 1/32nd of a unit, when a unit is an inch, this is fine, when it's a foot it's way to inaccurate.
It's up to you how accurate you want things.
 
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