The problem is that things like blood (human blood, alien blood) in the levels (not the particle when you shoot) are flickering. Ive solved most of the issues however, theres ONE problem with rendering making this a pain to run. ![]() Add in a lot of bugs that werent in the original game that have cropped. Containing improved water effects, true 3D skyboxes, ragdolls for dead characters, and much better lighting, the games improvements generally clash (sometimes heavily) with the original art. Once you understand the theory, dig back into your samples and learn how to implement it via HLSL. I have the CD (WON) version of Half-Life from 1998, which runs on 1.0.0.5, and Im trying to get it to run correctly. Half-Life: Source is a port of Half-Life to the then-cutting-edge Source engine. Given that, at least the basic components, are from some reasonably simple graphics theory I suggest you read up on the subject - the above links should get you rolling. GDNet Article: Realistic Natural Effect Rendering: Water I Make sure the cvar rdetailtextures is set to 1 and you should see the detail texture on every texture that is defined detail.txt file. Now save the file and load your map in Half-Life. 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. There is no known limit to how many detail textures you can use at once and you can have as many entries as in the detail.txt file as you want. Water reflection and refraction with normal map, without pixel shaders Hello fellow forum members, I have encountered this issue on both of my Windows 10 machines, a laptop and a desktop. Recently started playing Steam version of the game, been noticing some weird texture flickering with doors against walls, and with floor textures. ![]() YannL had a few interesting things to say about water rendering: Parts 1 and 2 can be fairly straight-forward render-to-texture operations with some clever matrix trickery. There are many ways water can be used in a Half-life map. Obviously, there is more to it than that, but it might give you some direction. This is a tutorial about how to use water textures and water in the Half-Life engine. Blend them together per-pixel or per-vertex depending on the computed Fresnel Term Render what's reflected by the water, fairly standard reflection stuff hereģ. Render whats "under" the water, this will form the refraction later on.Ģ. Valve’s 3D artist, Karen Laur, has shared numerous original texture sources and photo references for the first classic Half-Life. Unfortunately, you do have to realise that HL2's water effects are NOT simple įrom what I've looked at, that style of water comes in 3 core parts:ġ.
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