Apos
Tank
- Joined
- May 14, 2003
- Messages
- 3,157
- Reaction score
- 0
Half-Life 2:
-the dust when the bridge breaks looks slicker than in previous games: the new particle system?
-when a chunk of asphalt with a white line painted on it breaks, the white line apparently is painted on what should be the inside of the rock as well! Bit overzealous with the paint there!
-People have complained about lack of depth of field in this trailer, but in the vista sequence, it certainly seems like some has been applied. Its much more subtle, but I think undeniable at least in this scene.
-note the wispy, leafless trees at middle distance in the vista scene sort of off left of center. They are extremely complex and soft: some of the best foliage I've ever seen. I'm guessing here, but I think its also likely that they are images: part of the new image based rendering path. The only weak point in the foliage, IMHO, are the HL2 style crinkly trees with the brown leaves, which stilll look sorta pixely.
-as the hunters appear, note again: we appear to have very subtle use of DoF. Note also on freeze frame some of the close-up ferns. They are rounded, deeply colorful, and shiny. Great stuff.
-the model shadows are still not blended with the radiosity shadows: you can see the Hunters shadows overlapping tree shadows as they run through the forest
-its almost too faint to see, but as we zoom in on the cave scene, look at the top of the screen: we're passing through near transparent webbing goo. You can see this more clearly lit in the background, but it's more subtly used throughout the space.
Portal:
-when chasing himself around and around through portals, the player character gets "cut off" when he enters things two portals deep. If you freeze frame though, you can see his head vanish and then reappear once he steps fully through the portal in front and is only seeing one portal deep again.
-the sort of small orange blocs pictured throughout the second half of the movie are obviously P0rtals' version of nabacular drop's iron walls: i.e., you can't place a portal on them (a lot of the puzzles shown make more sense when you realize that)
-there are little helpful black/white signs with stick figures all throughout the facility, but in keeping with the slightly threatening theme, one of these depicts a security gun perforating a stick figure. Another shows what looks like a combine energy ball desintigrating a stick figure.
-the gun bouncing in and out of the floor section has some obvious bugs: what look like partial bits of cropped guns and shadow popping up out of the holes along with the oscillating guns.
Team Fortress 2
-most people got this, but the map is 2fort
-the HWGuy's shells are being ejected right through the solid wall of his ammo drum.
-the engineer and the soldier are both self-shadowing themselves in a dramatic are very realistic way as they move. The pyro scene in the dark with the flame is in some ways even more impressive.
-2fort water has lilypads! I wonder how they'll react to people jumping in?
-the 2fort map, at least the outdoor courtyard seems really quite small compared to the size of the models. I mean, REALLY small.
-the dust when the bridge breaks looks slicker than in previous games: the new particle system?
-when a chunk of asphalt with a white line painted on it breaks, the white line apparently is painted on what should be the inside of the rock as well! Bit overzealous with the paint there!
-People have complained about lack of depth of field in this trailer, but in the vista sequence, it certainly seems like some has been applied. Its much more subtle, but I think undeniable at least in this scene.
-note the wispy, leafless trees at middle distance in the vista scene sort of off left of center. They are extremely complex and soft: some of the best foliage I've ever seen. I'm guessing here, but I think its also likely that they are images: part of the new image based rendering path. The only weak point in the foliage, IMHO, are the HL2 style crinkly trees with the brown leaves, which stilll look sorta pixely.
-as the hunters appear, note again: we appear to have very subtle use of DoF. Note also on freeze frame some of the close-up ferns. They are rounded, deeply colorful, and shiny. Great stuff.
-the model shadows are still not blended with the radiosity shadows: you can see the Hunters shadows overlapping tree shadows as they run through the forest
-its almost too faint to see, but as we zoom in on the cave scene, look at the top of the screen: we're passing through near transparent webbing goo. You can see this more clearly lit in the background, but it's more subtly used throughout the space.
Portal:
-when chasing himself around and around through portals, the player character gets "cut off" when he enters things two portals deep. If you freeze frame though, you can see his head vanish and then reappear once he steps fully through the portal in front and is only seeing one portal deep again.
-the sort of small orange blocs pictured throughout the second half of the movie are obviously P0rtals' version of nabacular drop's iron walls: i.e., you can't place a portal on them (a lot of the puzzles shown make more sense when you realize that)
-there are little helpful black/white signs with stick figures all throughout the facility, but in keeping with the slightly threatening theme, one of these depicts a security gun perforating a stick figure. Another shows what looks like a combine energy ball desintigrating a stick figure.
-the gun bouncing in and out of the floor section has some obvious bugs: what look like partial bits of cropped guns and shadow popping up out of the holes along with the oscillating guns.
Team Fortress 2
-most people got this, but the map is 2fort
-the HWGuy's shells are being ejected right through the solid wall of his ammo drum.
-the engineer and the soldier are both self-shadowing themselves in a dramatic are very realistic way as they move. The pyro scene in the dark with the flame is in some ways even more impressive.
-2fort water has lilypads! I wonder how they'll react to people jumping in?
-the 2fort map, at least the outdoor courtyard seems really quite small compared to the size of the models. I mean, REALLY small.