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Difference between revisions of "Half-Life"
From Quake Wiki
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== Engine Modifications == | == Engine Modifications == | ||
There's: | There's: | ||
− | + | * Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures | |
− | + | * A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX. | |
− | + | * Colored, radiosity lighting for maps, compiled with a fork of QRAD. | |
− | + | * HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially) | |
− | + | * Water waves and transparency | |
− | + | * Material system for walls and floors to define impacts and footstep noises | |
− | + | * Particle system with trailing particles | |
− | + | * Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves | |
− | + | * Sound sentence sequences, for stringing a bunch of WAV files in an order to construct a sentence (i.e. Speech of announcer, marines, etc) | |
− | + | * Simple lip sync | |
− | + | * PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side) |
Revision as of 00:18, 9 May 2008
Author: | Valve Software |
License: | Proprietary, commercial |
Engine: | WinQuake, GLQuake |
First release: | 1998 |
Newest release: | 1999 |
Website: | Valve Software |
A majorly popular game based on Quake's game code...
It was mildly popular since its November 1998 release but it skyrocketed with the release of Counter-Strike in 1999. This highly boosted sales of the game and quickly taken the throne of the most popular multiplayer game in 2000.
Engine Modifications
There's:
- Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures
- A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
- Colored, radiosity lighting for maps, compiled with a fork of QRAD.
- HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially)
- Water waves and transparency
- Material system for walls and floors to define impacts and footstep noises
- Particle system with trailing particles
- Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves
- Sound sentence sequences, for stringing a bunch of WAV files in an order to construct a sentence (i.e. Speech of announcer, marines, etc)
- Simple lip sync
- PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side)