The question is, how big can a map get before it shits it self? Still fuckin neato.
reminds me of mirrors edge
I don't know much about this, but is this real time?
[QUOTE=hl2poo;31813887]I don't know much about this, but is this real time?[/QUOTE]
apparently yes
[QUOTE=hl2poo;31813887]I don't know much about this, but is this real time?[/QUOTE]
The gameplay's in real time but the lighting is pre-baked, according to the title card. Still impressive though.
good looking, but tiny map. Also, you probably couldn't have physics with it looking that nice on a standard gaming pc
the textures are pretty low res
holy fucking shit
Now throw some terrorists and counter terrorists in there!
[QUOTE=labbet;31814166]good looking, but tiny map. Also, you probably couldn't have physics with it looking that nice on a standard gaming pc[/QUOTE]
The lighting is PRE-BAKED, your PC is not computing it like it would with dynamic lighting, it's all been rendered in advanced then baked into the lightmap, kind of like how Mirror's Edge has the appearance of having Global illumination even though it doesn't.
[QUOTE=CrundleJackpouc;31814394]Now throw some terrorists and counter terrorists in there![/QUOTE]
and faceposing heavys and hats and spies
Now we know how amazing Counter Strike: Global Offensive and Half-Life 3 could look
[QUOTE=ProffesorAssHat;31814974]Now we know how amazing Counter Strike: Global Offensive and Half-Life 3 could look[/QUOTE]
Won't look.
er yeah pre-baked lighting can make old engines look better
nothing new here
doubt those props have physics though, like they should on a proper source implementation of that
Holy fuck shit...
The shadows there don't actually exist, they're just part of the model, which is the whole scene.
I noticed the wall/counter reflections are the same as the TV though...
[QUOTE=Dippeggs;31815535]The shadows there don't actually exist, they're just part of the model, which is the whole scene.[/QUOTE]
[THUMB]http://scrapetv.com/News/News%20Pages/Entertainment/Images/m-night-shyamalan.jpg[/THUMB]
Pretty fuckin' spiffy.
I could tell it was source because of how he walked up onto the coffee table.
[QUOTE=CanadianBill;31815629]I noticed the wall/counter reflections are the same as the TV though...[/QUOTE]
The guy is obviously a vampire.
How do you even get into the building? The only door in the entire room leads to the balcony. Do the architect expect tenants to climb a ladder up to their balcony or something?
You can tell it's source from the shitty cubemaps
[QUOTE=Tunak Mk. II;31818274]How do you even get into the building? The only door in the entire room leads to the balcony. Do the architect expect tenants to climb a ladder up to their balcony or something?[/QUOTE]
because it's totally a finished product
Reflections everywhere!
See, the models look odd because they are brush-based.
I hate cubemaps. Proper reflections are better, but unstable in high quantities in source.
That looks pretty good
Although it kinda bothered me how you cant see your own reflection.
I'm not impressed in the slightest.
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