Luminescent
Veteran
According to this Q&A with developer, half-life 2 will use a combination of static and dynamic lightsources.
Now, does anyone know if Half-life 2 lights every pixel procedurally or will some pixels use precomputed light values? I know that the water, special materials, shadows, etc. will require advanced per-pixel techniques, but will every object, model, etc. be lit with such accuracy?
We use a combination of dynamic and static lighting. Objects that move cast dynamic shadows whereas static objects cast, well, static shadows that are cheaper. On DX9 you get soft dynamic shadows as well. We also have a full radiosity solution for static bumped lighting (bump maps work with static lights). If you were to put a static light next to a bump-mapped object, the light direction would be correct (traditionally light maps and bump maps have been mutually exclusive).
Now, does anyone know if Half-life 2 lights every pixel procedurally or will some pixels use precomputed light values? I know that the water, special materials, shadows, etc. will require advanced per-pixel techniques, but will every object, model, etc. be lit with such accuracy?