> @ " G-Man's eyes utilizing "realtime radiosity lighting"." > > Hmmm , I dont think so. Those WEB pages and sites > reproduces a flawed technical statement. Check the paper > above, it will > enlight you how dynamic geometery is shaded in Source Engine. While
As much as you'd like to discredit what doesn't agree with you, you can look here: http://www.hl2source.com/?content=news&month=05&year=03 ...and notice that it states Gabe talking about it with this quote: "An enormous number of details go into creating a character like the G-Man. The eyes glint based on a radiosity calculation and local illumination. They self-shadow and follow you as you move." They showed it off at E3, which wasn't a pre-built movie and was an interactive G-Man. > it looks extremly cool, it uses a solution which SAMPLES at run time > data from stored by the off-line radisoity preprocessor. And depending > by the desity off the data stored by the radiosity solution, > this can or not > result in accurate dynamic model lighting. Im sure it looks > great most of > the time, > and results in great lighting effect. It would make sense to base the realtime off pre-processed data. After all, the maps control the lighting, which is processed by vrad. This would then explain that other elements, like model actors or whatever the coders create, can use the same principle to create the same realtime effect. Of course, this isn't as realtime as other engines, but other engines don't exactly provide MOD teams with the level of tools that Valve does either. Most of them only release a scripting kit rather than a C++ base SDK. Makes me wonder what they're hiding? Parts of the HL2 code (or other games) maybe? > @ Until we see the SDK, we really won't know to what extent > the realtime > radiosity exists. > > A SDK containing game code wont enlight us on this subject. > Anyway, a person > which > played HL2 , and with minimum 3D knowledge, can easily verify > this claim. We have seen a great deal more in 3rd party HL1 MODs than we ever saw in HL1, or even in TFC. It is very possible that after the SDK is released, other coders would utilize the tools and underlying engine to create the desired realtime effects some of us would like to see in HL2, but wasn't available (for whatever reason). IMO, HL2 SP only gave us a small sampling of what can be done with this new engine. A very good base to work off of. I'm eager to see what others on this list can do with the SDK. I've seen a lot from the last one, and I know that we're going to see a great deal more this time around. - HoundDawg _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

