The First Halo 3 Single Player Screens + Video! Rules=#369

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It is becouse smileys are counted as images also, therefore 2 smileys + 5 images equals 7 images! :smile:

Also it doesn't mather if the smileys is in your post or in the quote, both counts.
That clarify things a bit. Many thanks Nebula!

:smile: The paradoxic and somewhat ironic formula in your post reminds me some saying of a 26 years old friend of mine (not the scholar type of person because he didn't study a lot but he is a good person), who in a desperate try to sound intelligent and interesting, said (it was a conversation about neperian logarithms that emerged for different reasons):

"I remember when I was in the state secondary school, the logorisms were so tough to understand and solve.

The main and basic formula of the neperian logorisms was zero equals infinite; zero = infinite. I will never forget (...).

Darn, neperian logorisms were so hard to solve, that's why I don't forget them"

You wouldn't believe how much I laughed -with him, not at him of course- and I'm (unconciously) so noisy when I do.

Logorisms is not a typo, that is what the word sounded like. I told him twice the term is logarithms not logorisms but he kept repeating that word (he still do to this date, he was 25 when this happened).

If you know the guy in real life you would understand the situation because sometimes, in an attempt to sound interesting, he likes to say things on different subjects in a similar way, even if they don't make much sense.

PS: Hope it doesn't sound as a criticism. It's not. He is probably my best friend.
 
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Is albedo a term in rendering for the range of reflecticity, i.e. the wavelenths (color) of light reflected (and eventually absorbed by the eye)? e.g. An object with high albedo is going to reflect more wavelengths of light (like snow, hence it is white) and something like charcoal, which has a low albedo, meaning it reflects very few wavelengths and hence is dark.

Most 3D rendering doesn't work like that, but ignores physics completely.
The components basically look like this:

  • self-illumination color
  • ambient light * ambient color
  • diffuse light * diffuse color
  • specular
  • reflection

Ambient light can either be constant and coming from all directions, or you can use a cube or spherical texture map pre-calculated from a radiosity solution and/or point/directional light sources. Ambient color is usually the same as diffuse color. Constant ambient is basically adding a bit of light to all pixels, ignoring surface normals and all, so it reduces contrast and depth and generally isn't preferred. Using an enviroment map will allow for changes in the ambient, so it brings out the shape of objects, and it works with normal maps as well.
I think Source can compile several point lights into an ambient cube map to light objects and characters; Halo3 looks like they're using some HDRI enviroment map for the indirect lighting (see the Brutes video doc), and KZ does something like that too; other games like Gears and Lair seem to only use point lights and maybe a constant ambient.

For diffuse light you do a dot3 for surface normal and light vectors and multiply it with the light intensity and color. For speculars you can use various calculations depending on the lighting model: per-vertex and interpolate or per-pixel, phong or blinn or anisotropic etc. These have to be calculated separately for each light and the results are added together for diffuse; I dunno what blending mode is used for specular, adding is common but there are others too.
You have to do all these calculations for each light and combine the results together.

Reflections are also cube or spherical enviroment maps, either updated with render-to-texture or precalculated and placed into the scene as discrete samples. You can then spot the changes when the game changes between probes; one of the Cod4 movies had it, for example, on the scope of the sniper gun.
Half-Life 2 prefers to use reflection maps instead of speculars on level geometry and it looks quite good; it's probably also faster to calculate then a lot of speculars. Cars and glass obviously need reflections too.

So as you can see most of this is cheating, for two reasons: faster to calculate and easier to control for the artists and programmers. The dev guys here can surely add some more insight to the implementations if you're interested.
 

Drop ship being destroyed in Epsilon.


Leaked footage of Sierra 17. Hard to see, but a lot of audio to listen to but not music. I know many saw it, but I may be the first to embed it :p Easy access FTW!
 
hm.... that Phantom appears to have been destroyed too easily with just a fuel rod gun? It's a pretty bad encoding though, so I may have missed out on what the MC was firing.

As a fan of Family Guy, it'd be so appropriate if the marines mimicked this one scene. ;)
 
Unless it says in the youtube description, we don't really know what difficulty hes playing in. Could be easy or normal for all we know.
 
fair enough I guess. Who want's want to upload a legendary replay where one gets owned 50 times a minute? ;)
 
http://gameinvasion.comcast.net/gameinvasion/show/#1266429_halo_3/2240981_halo_3_exclusive_bungie_a
http://gameinvasion.comcast.net/gameinvasion/show/#1266429_halo_3/2240982_halo_3_exclusive_bungie_b

Interview and footage. 35,000 lines of AI dialogue for various situations... I wonder if they mean communication in regards to audio or situational awareness?

Edit: I guess you need to now use the main link. The new Halo stuff is the two new features on the bottom left. http://gameinvasion.comcast.net/gameinvasion/show/#1266429_halo_3/profile
 
What's the point of all that dialogue if they're not going to say it all that often? I recall them saying just after E3 that what the press saw behind closed doors was going to be dialed back in terms of characters yelling things out randomly. :|
 
These 2 pics rock:

Master Chief bringing it home!
4t5q540.jpg


Delivered!
halo3morelikehalo2dot5.jpg


On Sept 25th, many nubs will be sacrificed :(
 
What's the point of all that dialogue if they're not going to say it all that often? I recall them saying just after E3 that what the press saw behind closed doors was going to be dialed back in terms of characters yelling things out randomly. :|

It worked the same way in previous games.

Every playthrough you'll be hearing other stuff. It's great...
 
What's the point of all that dialogue if they're not going to say it all that often? I recall them saying just after E3 that what the press saw behind closed doors was going to be dialed back in terms of characters yelling things out randomly. :|
They'll still be pretty vocal, going by the previous games. What was happening at E3, iirc, was that all the AI were triggering dialogue on every single possible trigger point - every possible thing that they could respond to, they were, whereas in the final game various different things will have different probabilities of triggering dialogue.
 
It worked the same way in previous games.

Every playthrough you'll be hearing other stuff. It's great...

Except in my experience, I remember them saying the same stuff over and over and it was hard to trigger different lines or they'd only say new things after saying the "stock" things that are repeated more often.

They'll still be pretty vocal, going by the previous games. What was happening at E3, iirc, was that all the AI were triggering dialogue on every single possible trigger point - every possible thing that they could respond to, they were, whereas in the final game various different things will have different probabilities of triggering dialogue.

Ah... well.... I suppose it's preference, but I'd like the marines to follow-up on their ranting rather than just making one-liners. But if they're just saying everything all at once, it would be silly, for sure. :p

edit: man... marty should ditch the hair-do.
 
Finally pre-ordered today(I forgot to do it last friday :LOL: )

I just got the regular version. $60 is pricey enough on its own tyvm :???:
 
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