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no it adds strain on High end vid cards too.deathryuu said:hmm.....damn...well this just sucks because the entire reason for me upgrading my video card was to see HDR in hl2 and now there isnt anyway arg...screw you low-end players :angry: :angry:
nope we arent making it up, it wasnt enabled in 2k4 e3 vids, check the Valve info thread (somewhere after last E3)Crusader said:The leak had HDR as far as I am aware...
Edit: Will someone please find me this quote where they say it won't be in, or are you all just making this up?
Mr. Redundant said:The leak didn't have HDR
Crusader said:OMG I just watched the HDR video again!!!
PLease god let HDR be in the release, it's the best looking game everrrrr!!!
*pants*
Please see my answers to your questions below.
Thanks,
Rick
Valve
1 - Will bump maps on models and world brushes react to dynamic lights such as the flashlight and muzzle flashes or are they only effected by static lighting?
*** Yes they will react to dynamic lights.
2 - Will each model have to have a collision model made for it manualy or are collisions in hl2 per-poly? if you do have to manualy create collission models how will this be done?
*** Physics hulls or bounding boxes are used for collisions. Physics hulls are more accurate but require more cpu time to compute. They are also created with the model by a modeler.
5 - Is it possible to have 3d models rendered in source's vgui menu system?
*** in a vgui panel yes.
7 - How will HDRR (High dynamic range rendering) work work in hl2? will it be definable/adjustable per map or will it just be a part of source's lighting system?
*** It will likely be part of Source's general lighting solution.
8 - Will fluid be simulated in 3d as it was in hl1 or will it just be flat with shaders to simulate the visuals? if it is not simulated in 3d how dificult would it be to impliment 3d fluid simulation into the source engine?
*** If you are referring to having current's that move things, yes Source currently does this. If you are referring to fluid dynamics, then no Source does not have this.
9 - How complex is the terrain material painting tool in the hl2 build of hammer? will we be able to paint many different materials onto each terrain brush?
*** Yes and you can use alpha blends as well for blending different materials such as mud and rock.
10 - Will character model shadows react to lighting realisticly or will they just be projected in one direction the whole time?
*** They are projected in the direction based upon the level's shadow direction entity.
Scotchy said:HDR is nice... fi they can get it worked out.
In the e32004 vids, you're saying that the lighting effects when ghordon was being lead down the hall to the interrogation room were NOT HDR? Just some sort of shakycam artifact?
Looks like HDR to me.
Neutrino said:What lighting effects are you referring to? And no, it wasn't HDR if it was the 2004 e3 vid.
/end sarcasmaeroripper said:It's a good thing i'm a genius because i totally understoof that .pdf
x84D80Yx said:/end sarcasm
and still looked incredible, and will look even better in-game. if they add it before it ships, cool. if not, theres always the possibility to add it later.Shuzer said:Anyhow, once and for all:
The E3 2004 HL2 presentations did not have HDR in them.
Scotchy said:What I meant about the light rendering in the halls in the e32004 vids is light bloom. When the metrocop was leading gordon down the hall toward the interrogation room, as you approached the hanging lights they 'bloomed'.
Is this somehow not HDR? It certainly resembles the effect.