SgtH3nry3
10-23-2005, 02:20 PM
So you have probably seen the 4 screenshots Valve presented...
Well here are screenshots are taken from a X850XT.
http://img457.imageshack.us/img457/2641/eyecandy30yl.th.jpghttp://img461.imageshack.us/img461/6674/26b8lc.th.jpg[/url]http://img383.imageshack.us/img383/4636/pistol7nr.th.jpg
This is HDR Cubemapping, it means that everything that you see reflects on your gun.
Even if it is a green pixel in the skybox.
Valve's Exposure system is a simulation of the iris in the eyes.
The iris will adapt the size and thickness of the pupil based on overbrightness or underlighting.
It means that when you suddenly look at an object which is very bright because the sun shines at it makes your perspective a bit bloomy.
While you keep looking at the object the bloom fades away and the object becomes more and more detailed.
In developers-talk it is called HDR tonemapping.
http://img20.imageshack.us/img20/2488/imagequality29jg.th.jpg
Before (When you look at it, your iris will adapt)
http://img20.imageshack.us/img20/4875/imagequality16pc.th.jpg
After (Now your iris is adapted and it look normal now)
This is overexposure, the cubemapping turns into tonemapping when the light it too much.
http://img383.imageshack.us/img383/2950/hdrcubemapbloom7au.th.jpg (http://img383.imageshack.us/img383/4636/pistol7nr.jpg)
Now Source engine isn't only updated on the HDR part, it also contains alot of specular mapping.
Half-Life 2 didn't have that much specular mapping, but the Source engine was very capable in normal and specular mapping.
http://img470.imageshack.us/img470/5472/111894010700nb.th.jpg (http://img470.imageshack.us/img470/5472/111894010700nb.jpg)
Now that isn't something new, but it is new to HL2.
Specular mapping is simply a mapping technique which reflects the outside world.
It doesn't reflect objects/things like cubemapping but it does reflect light.
As can be seen in the oillamp in the screenshot above.
Also a form of PRT (Precomputed Radiance Transfer) is in the map.
It's also in Day of Defeat: Source in the churchwindow in Avalanche.
It means that light can be spread through models, like you hand glows reds at the thinner point of your hands when you keep it in front of a lightsource.
http://img478.imageshack.us/img478/4337/27b9hz.th.jpg[url="http://img478.imageshack.us/img478/4501/28b3xm.jpg"]http://img478.imageshack.us/img478/4501/28b3xm.th.jpg
Let's hope that the 1944 HL2 mod will have HDR too http://www.1944online.com/forum/images/smilies/biggrin.gif, and no Source will never be as good as Reality Engine, but it's still alive and it will be a long time...
Well here are screenshots are taken from a X850XT.
http://img457.imageshack.us/img457/2641/eyecandy30yl.th.jpghttp://img461.imageshack.us/img461/6674/26b8lc.th.jpg[/url]http://img383.imageshack.us/img383/4636/pistol7nr.th.jpg
This is HDR Cubemapping, it means that everything that you see reflects on your gun.
Even if it is a green pixel in the skybox.
Valve's Exposure system is a simulation of the iris in the eyes.
The iris will adapt the size and thickness of the pupil based on overbrightness or underlighting.
It means that when you suddenly look at an object which is very bright because the sun shines at it makes your perspective a bit bloomy.
While you keep looking at the object the bloom fades away and the object becomes more and more detailed.
In developers-talk it is called HDR tonemapping.
http://img20.imageshack.us/img20/2488/imagequality29jg.th.jpg
Before (When you look at it, your iris will adapt)
http://img20.imageshack.us/img20/4875/imagequality16pc.th.jpg
After (Now your iris is adapted and it look normal now)
This is overexposure, the cubemapping turns into tonemapping when the light it too much.
http://img383.imageshack.us/img383/2950/hdrcubemapbloom7au.th.jpg (http://img383.imageshack.us/img383/4636/pistol7nr.jpg)
Now Source engine isn't only updated on the HDR part, it also contains alot of specular mapping.
Half-Life 2 didn't have that much specular mapping, but the Source engine was very capable in normal and specular mapping.
http://img470.imageshack.us/img470/5472/111894010700nb.th.jpg (http://img470.imageshack.us/img470/5472/111894010700nb.jpg)
Now that isn't something new, but it is new to HL2.
Specular mapping is simply a mapping technique which reflects the outside world.
It doesn't reflect objects/things like cubemapping but it does reflect light.
As can be seen in the oillamp in the screenshot above.
Also a form of PRT (Precomputed Radiance Transfer) is in the map.
It's also in Day of Defeat: Source in the churchwindow in Avalanche.
It means that light can be spread through models, like you hand glows reds at the thinner point of your hands when you keep it in front of a lightsource.
http://img478.imageshack.us/img478/4337/27b9hz.th.jpg[url="http://img478.imageshack.us/img478/4501/28b3xm.jpg"]http://img478.imageshack.us/img478/4501/28b3xm.th.jpg
Let's hope that the 1944 HL2 mod will have HDR too http://www.1944online.com/forum/images/smilies/biggrin.gif, and no Source will never be as good as Reality Engine, but it's still alive and it will be a long time...