Xilema
01-05-2003, 17:33
Leggetevi attentamente questo documento, e scoprirete alcune interessantissime funzioni dell' engine Valve che muoverà Half Life 2: http://dodstuff.houstondod.com/hl2modelling.htm
Particolarmente interessanti mi sembrano questi passaggi:
Another interesting idea that will be incorporated into the 'skins' of the models was mentioned by PC Gamers Magazine Article, "HL2's engine will support normal mapping a la Deus Ex: Invisible War and Doom III, using diffused and specular bump mapping to create impossibly detailed characters, objects, and textures that won't bog down your processor with unwieldy poly counts." So essentially modelers may be able to integrate bump mapping into their models.
Another feature that the models in HL2 will have is dynamic skins, which means that the skins of the model change in accordance to an event applied to the model. Eg. a burn mark or a bullet hole. This may mean that the idea of hit boxes has been scrapped and the wire frame mesh of the model acts as its own hit box allowing for much better damage and collision models.
Più preoccupanti sono queste cose:
http://dodstuff.houstondod.com/images/mistakes.jpg
The first circle I made was by the guys feet. You will notice that there is a dead body to the left of him on the ground. If you look closely you will see that the foot of the guy standing is overlapping the foot of his dead comrade. This is an error already in Half-Life and could mean that HL2 may inherit common bugs such as seeing players guns poking through walls when the player is near them. It also shows that a models 'solidness' is not based on the model itself, but rather the skeleton of the model, just like in Half-Life right now.
The second circle you will notice is in the shadow of the guy, if you look it is the shadow of the guys hands, however the shadow isn't showing the gun that he is holding. This tells us that the model of the gun is separate from the model of the guy (just like in Half-life right now, the gun would be considered a 'P model'). The shadow effects are not applied to this gun model. This problem may simply not have been fixed yet when the screenshot was taken. But considering that shadow effects could be applied to the players model, it should be applied to the model of the gun as well.
Particolarmente interessanti mi sembrano questi passaggi:
Another interesting idea that will be incorporated into the 'skins' of the models was mentioned by PC Gamers Magazine Article, "HL2's engine will support normal mapping a la Deus Ex: Invisible War and Doom III, using diffused and specular bump mapping to create impossibly detailed characters, objects, and textures that won't bog down your processor with unwieldy poly counts." So essentially modelers may be able to integrate bump mapping into their models.
Another feature that the models in HL2 will have is dynamic skins, which means that the skins of the model change in accordance to an event applied to the model. Eg. a burn mark or a bullet hole. This may mean that the idea of hit boxes has been scrapped and the wire frame mesh of the model acts as its own hit box allowing for much better damage and collision models.
Più preoccupanti sono queste cose:
http://dodstuff.houstondod.com/images/mistakes.jpg
The first circle I made was by the guys feet. You will notice that there is a dead body to the left of him on the ground. If you look closely you will see that the foot of the guy standing is overlapping the foot of his dead comrade. This is an error already in Half-Life and could mean that HL2 may inherit common bugs such as seeing players guns poking through walls when the player is near them. It also shows that a models 'solidness' is not based on the model itself, but rather the skeleton of the model, just like in Half-Life right now.
The second circle you will notice is in the shadow of the guy, if you look it is the shadow of the guys hands, however the shadow isn't showing the gun that he is holding. This tells us that the model of the gun is separate from the model of the guy (just like in Half-life right now, the gun would be considered a 'P model'). The shadow effects are not applied to this gun model. This problem may simply not have been fixed yet when the screenshot was taken. But considering that shadow effects could be applied to the players model, it should be applied to the model of the gun as well.