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View Full Version : 2 New Shaky Cam Half-Life 2 Technical Footage


Gutspiller
08-28-2003, 10:44 AM
In "SIGGRAPH 2003", Valve had held a presentation called "Making of Half-Life2" at the Softimage booth. Japanese game site "4Gamer" has released a couple of movies and articles on this presentation.

Both videos zipped can be found at FileRush.com (http://www.filerush.com/torrents/making_of_half_life2.zip.torrent) via Bit-Torrent

Alyx movie | 54 MB
This movie shows the technical aspects of the Alyx character in Half-Life 2. The advanced engine and technology allows for highly detailed and realistic animations.
4gamer.net (http://www.4gamer.net/store/movie/alyx.mpg) (Direct Link)
FileFront.com (http://www.filefront.com/r.b/page__file_info/_filepath__/pub2/Half_Life_2/Media_Files/HalfLife_2_alyx.mpeg/_output.html)
WorthPlaying.com (http://files.worthplaying.com/files/modules.php?name=Downloads&d_op=viewdownload&cid=150)
GameCenter.cz (http://www.gamecenter.cz/Default.gcs?file_id=4002)
GameZone.com (http://downloads.gamezone.com/demos/d10142.htm)
FilePlanet.com (http://www.fileplanet.com/files/120000/129653.shtml) RR

Walls Movie | 55 MB
This movie shows the technical aspects of a wall in level editing for Half-Life 2. The movie displays all the graphical things you can do with wall editing.
4gamer.net (http://www.4gamer.net/store/movie/wall.mpg) (Direct Link)
WorthPlaying.com (http://files.worthplaying.com/files/modules.php?name=Downloads&d_op=viewdownload&cid=150)
FileFront.com (http://www.filefront.com/r.b/page__file_info/_filepath__/pub2/Half_Life_2/Media_Files/HalfLife_2_wall.mpeg/_output.html)
GameCenter.cz (http://www.gamecenter.cz/Default.gcs?file_id=4003)
GameZone.com (http://downloads.gamezone.com/demos/d10143.htm)
FilePlanet.com (http://www.fileplanet.com/files/120000/129654.shtml) RR

As more mirrors are available, we will update.

A rough translations of the articles:

XSI/wall article (Oringial XSI/wall Article (http://www.4gamer.net/news/history/2003.08/20030826215652detail.html))
* Movie explanation
Originally, if you want unevenness in your geometry, you would use more polygons. But with 3d games the problem is that this causes a performance decrease, and so for extremely detailed bump expression the approach that was devised to substitute bump mapping for polygons.

* Polygon from the model high accuracy the tool which forms the normal map it is
* When normal the curved surface ahead applying the map does perturbation, recalculate of the normal map necessary becomes as needed
* In extent and the video memory which so utilize the normal map luxuriously room it is
* Large capacity video memory is needed

With Softimagec|xsi, the add-on of the compilation tool is offered to make high quality normal maps. In addition, for the mainstream it loaded function even with the video card, in these days when the video memory 128MB model is becoming natural, it reached the point where it can utilize this technology realistically with the 3d game.
In this movie, a rock wall which consists of several thousand polygons is dropped into the normal map function of Softimagec|xsi and the rock wall which applies circumstances and the normal map which are packed, is verified on the Half-Life 2 engine, as shown.
This kind of technique can be applied to the clothes of characters which appear in the HL2 and also the texture of the background, the normal map which becomes "opposite" to be prepared, it can look at the bump mapping which utilizes this everywhere in the actual game.

The Alyx movie: (Oringal Alyx on Softimage XSI (http://www.4gamer.net/news/history/2003.08/20030826215325detail.html))
* Movie explanation
" Half-Life 2's modeling and the related animation were done by Softimagec|xsi. In this movie, the producer uses a version of Softimagec|xsi that is packed in the actual HL2 engine base, making the process simple.

In the movie, as for the eyeball real time being to be processed with the engine, being in a state where the eyeball has come out can check with the Softimagec|xsi picture. In addition as for the eyeball with it seems that is explained " this " interview article " eyeball processing " and, it seems that always stares the prayer, when " gaze tracking processing " on engine side is done in real time.

dzjepp
08-30-2003, 07:34 PM
Was the stuff done with the official Valve DSK tools? The guy mentioned XSI a lot and stuff like that, the website, etc. I thought the official Valve SDK was called something different. 8|

Anyway, that was impressive indeed. When the guy played around with the wall, then converted it to one polygon! :omg

Gutspiller
09-02-2003, 10:18 AM
From what I've read you can use either, but this XSI stuff is suppose to make the job easier and I think you are able to do much more with it.