![]() It also has aggressive bloom and dirty lens effects, also on by default. Half-Life: Ray Traced disables texture filtering by result, giving the look of playing in software mode back before you got a 3D graphics card. Where once I was in awe of scripted sequences, now I'm delighted by a spinning fan casting shadows down a dingy blue maintenance corridor. The impact of the new high-tech lighting is amplified by being in such dramatic contrast to the low-tech murk and mire. It also captures another ancient Half-Life feeling, the memory of being wowed by technology. It looks not like Half-Life, but like memories of imagining how amazing Half-Life must be after seeing tiny screenshots printed in magazines or sloppy clips broadcast on analogue TV. The colours are trashed, details are obscured, and brightness can be all over the place. You can even see Gordon reflected in Barney's shiny helmetĪt its best, the Ray Traced mod is dirty and murky and grubby and pixellated. I like this mod's unusual approach to that problem. They might bring higher pixel density, polycounts, and other big numbers, but they typically break a game's style and make it look unlike itself (the phenomonal Resident Evil 4 HD Project is a rare exception). ![]() Post-processing shader tools which just agh. Raytracing mods which make every surface gleam. New models which replace charm with 'realism' or turn Alyx Vance into some sort of Leather Goddess Of Phobos. HD texture packs which overwrite intentful and suggestive detail with high-def noise. I dislike most modern makeover mods for old games. ![]() It's not the fanciest or most realistic raytracing, but it has a clear effect. Light fills rooms, niches are appropriately shadowy, spinning fan blades and grates cast exciting shadows, glass refracts objects behind it, god rays beam down, signs and slimes glow, reflections capture everything around them (including Gordon himself), our boy casts his own full-body shadow, a few areas have added dramatic lighting, and so on. ![]() This fancies up the game's lighting with more dynamic shadows and reflections, volumetric lighting, and all that. The Half-Life: Ray Traced mod builds upon Xash3D FWGS, an open-source replacement engine, by adding real-time path tracing. Manage cookie settings Here's me playing the first 20 minutes of Half-Life with raytracing and the wonderfully mucky CRT filter Watch on YouTube To make the texture pack work, you need to type 2 commands into your console/config:r_detailtexturessupported 1r_detailtextures 1Also, make sure you run the game in OpenGL mode.Īlso, make sure you run the game in OpenGL mode.To see this content please enable targeting cookies. The file also needs to be in Half-Life/valve/gfx.1.0 is the scale on the x-axis.2.0 is the scale on the y-axis. It should be maximal 512 x 512, 24bit and the format must be. Just have a look on the other textfiles I've written and you will understand fast how it works.Įxample given:tnnl_flr4 floor1 1.0 2.0tnnl_flr4 is the orginal texture which you can find in the halflife.wadfloor1 is the texture you want to use instead. If the textures doesn't fit well in this map, you can write your own textfile. To do so, follow these steps:ġ.) Go to Half-Life/valve/maps2.) Copy and rename the file "Any Map.txt" to the map you want to play and add "_detail" to the end of the textfile. Of course any other maps can be played with this pack too, but i can't assure that it will look good. With this pack the following maps can be played with much higher graphics as far as textures are concerned:
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