![]() It is also very obvious in de_dust2 in CS 1.6, very clear around and in A site. You can test it by loading the Training map of Half-Life when choosing "New Game", and then looking at the elevator floor by a 30 Degree angle and moving around, it can also be seen outside of the elevator. This happens on both machines, both have up-to-date drivers and latest windows updates.Ĭan anyone else with a Windows 10 machine confirm this?! The Source 2006 branch was the term used for Valves games using technology that culminated with the release of Half-Life 2: Episode One. This manifests in all Gold Source titles including Counter-Strike 1.6 and the rest of the Half-life 1 Expansions. Note that I never use Stereoscopic 3D, It is disabled in the Nvidia control panel. I am playing on widescreen 1600x900, and all of the textures are obviously blurry. This issue only appears when running the original Half-Life in the OpenGL renderer, and it manifests as "double-vision" that is very similar to Stereoscopic 3D, the effect is mostly visible on floor and lower wall textures on any map. My Half-Life (Not source, on pc)s graphics are bad, not in the usual 'ugh this game is ugly so old yuck' sense, but they are overly blurry and I believe something is wrong. It occured to me that I may have the order of operations mixed up, maybe I need to render this area BEFORE rendering the shadowmaps, not after.I have encountered this issue on both of my Windows 10 machines, a laptop and a desktop. Now, we finally found our vision, that is most likely will stay like this to the end of project development. I assume I'll need to use the attenuation map as some sort of alpha mask for the base texture, but I'm not sure how to go about doing this. You might remember many other looks that Black Mesa: Classic had before, from very high-poly models and detailed textures, to more LD models and detailed textures, which were mostly ported from Black Mesa remake. ![]() ![]() I can "brighten" things up using the attenuation map, but this doesn't help to bring out the original texture if the shadowmap is too dark. I can apply an alpha-blended attenuation map in the right place, etc., but I don't know how to combine this with the original texture to make the area appear lit. Basically when a texture (2D image) covers an area of the screen that's either smaller or larger than its true size, the renderer needs to know how its pixels are blended together as it. ![]() Not really familiar with engines like Xash or GoldSrc in particular but this relates to texture filtering. ![]() bmp, which have width/height with power of 2 (e.g. Known bugs and limitations You just can load background/ground textures from 24-bit. I want to implement a dynamic lighting effect similar to the flashlight in the first Half-Life.I can identify the polygons that the light hits, the range, etc., I'm just not sure how to do the actual rendering.įor example: The geometry is rendered with shadowmaps, so the area might be very dark. gltexturemode GLNEARESTMIPMAPLINEAR masterrace. If you have problems with the 3dfx fullscreen mode, or the model viewer wants to start with the 3dfx hardware, run 'Half-Life Model Viewer Safe Mode'. The Realm667 is a website dedicated to providing game enthusiasts with a vast collection of resources and assets. This is accomplished by using state-of-the-art neural networks to upscale the game’s graphics. This is low-tech stuff here :), I figured that someone can point me in the right direction. your one-stop-shop for anything Doom-related. Half-Life: ReSrced is a mod for Half-Life, Opposing Force and Blue Shift that gives the game HD textures upscaled from the original low-res textures. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |