Some things you may not have noticed in the recent trailers (neat stuff/bugs/etc.)

Apos

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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.
 
i hope we see the selfshadow in the TF2 trailer in-game D:
 
Keep in mind valve has confirmed that the EP2 trailer was recorded on the old build of their graphics engine, so the shadows will be fixed in the end. Not to mention the game will look a whole lot better...
 
new hunter shit: antennae, some little mandible looking dealies on their undersides, and they seem to take root with their claws before shooting
that is all
 
Good stuff!
Half-Life 2:
-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
Not exactly sure what you mean. Looking at the closest hunter the shadow is first somewhat light on the dry grass/dirt in the light. Then right after in the shade of the tree the shadow is much darker. Is that what you are talking about?

And the ant lions in the cave have their ass lit. haha
Skin also seems more transparent. Must be grown larva.
 
new hunter shit: antennae, some little mandible looking dealies on their undersides, and they seem to take root with their claws before shooting
that is all

i dont see their claws "extending" anytime before they shoot... i just see it spreading its two front legs for a better stance and shooting, but its claws remained "retracted" (like a closed fist) the whole time
 
true, I'm just trying to logic that animation into not looking ridiculous
I also noticed that their gunfire comes from the top eye, while muzzleflash comes from both (at first it almost seems like it's only the bottom)
 
The bunker outside at the end, where the Hunter jumps in (I posted it in the News thread).

http://img95.imageshack.us/img95/2959/hunterlo8.jpg

EDIT: Sweet, 500th post :)
newvsoldxv3.jpg
 
-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!
-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.
-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

Hmm. I wonder if you it is you who made Ep:1 delayed for so many time.

Anyway, I hope Valve will fix it, still. I don't mind if they delay the game release time. Just please fix it. Especially the shadows, really need get fixed.

The broken road stuff, I guess it is easy to solve since what you need to do is to replace the wallpaper.
 
you mean the texture. :)

Keep in mind valve has confirmed that the EP2 trailer was recorded on the old build of their graphics engine, so the shadows will be fixed in the end.

Nope, this was someone else's mistake. All 3 trailers were recorded on the same engine build. They used different effects and shaders in each, as per the needs and art direction of each. They HAVE said, however, that the shadows are a work in progress, so not the final version of things.

Also, everything you see in the TF2 trailer is real: the only things that aren't really confirmed as real-world playable are the motion blur and the DoF effects. The shadows and the animations are all part of the game (HWguy firing, scout running). The only thing that isn't in the game in some way is the spy creeping sequence, which they put in because they didn't have a "disguise" animation/effect done yet that they were happy with.
 
The forrest looks a lot better now, the trees blend in better with the environment and the crappy grass sprites are not used as much. Instead we get nice ferns.
 
noticed that when the girder on the bridge bends, it reveals another girder piece sticking through it or what
 
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.
- no shadows on the bridge for machinegun, rocketlauncher and flamethrower
 
Nice catch! I'd missed that one. It seems like that was the case for early revisions of HL2 as well, but in the final release they were there.
 
don't you think it's bit early for this crap? this can be fixed by the time game comes out, give VALVe a little credit why don't you
 
Keep in mind valve has confirmed that the EP2 trailer was recorded on the old build of their graphics engine, so the shadows will be fixed in the end. Not to mention the game will look a whole lot better...

Are you talking about Trailer 1 or the extended trailer?

I also noticed the ashpalt was falling too slowly, as if it was in slow-mo, even though the cars fell almost instantaneously
 
the ant lions in the cave scene all have glowing backs like fireflys, i dont know if it was obvious, but i only caught it the last time i watched it.
 
Are you talking about Trailer 1 or the extended trailer?

I also noticed the ashpalt was falling too slowly, as if it was in slow-mo, even though the cars fell almost instantaneously


yea that bugs me, those rocks should be falling at the same speed.
 
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