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InsideQC Forums • View topic - Amount of Quake in Half Life 2

Amount of Quake in Half Life 2

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Amount of Quake in Half Life 2

Postby daemonicky » Wed Apr 27, 2011 12:20 pm

I know, that Half Life is cpp version of Quake, plus some variations (I do not know these). Someone said, that Half Life 2 is pretty much Quake (or Half Life) with some third party additions - like graphics (shaders, big textures, ...), physics (havok) ... Is it a big overstatement? Does somebody know how much Half Life 2 and Quake differ?
Thanks. :)
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Postby ooppee » Wed Apr 27, 2011 3:52 pm

Differs in many fashions. Has all the extra texture formats, sound engine features (surround sound for one), normal mapping, gloss textures ect. There's so much to list.

I know just from models:
-skeletal animation instead of vertex
-weighed skeleton (requires above)
-animation blending (having lower/upper body animate independantly)
-hitboxes assigned to areas on the skeleton - allowing more "realistic" damage options.
-"Merging" 2 models through the skeleton (like the p_models with the player model)
-Movement groups (talking mouths) that are independent of animation.
-Assigning a sound to execute on a animation without need of source code editing.
-Ragdolls
-Normal map textures
-Gloss textures
-Various support for different texture formats
-Alpha Channel support (not that "this color is invisible" thing)
-32bit textures over 8bit
-MUCH larger texture support and polycount support.

Those are just things in models I can think of right away.
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Postby Spike » Wed Apr 27, 2011 5:16 pm

.
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