Half-Life 2 scans


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wtf are you taking about? he never said it was hosted or scanned by him

that link was never meant for the public, the guy who posted it and is hosting let people check it out, the only thing he asked is that it isnt posted in public forums, he didnt even mind sharing it with other users... just not like this.

now its on the front page of Warp2search.net (how I found this)

really low if you ask me.

he didnt go through any effort, he didnt buy the mag, he didnt scan it, he didnt upload it... he simply went to our forums pestered the guy who did, who was kind enough to let him check them out... then he posted it here.

:crazy:

http://www.half-life2.de/images/content/01.jpg

FAKE FAKE FAKE FAKE FAKE FAKE

once again, EVERYTHING in that screenshot is anti-aliased, except for branches..which means that screenshot is not from the game and have been edited

Yeah, because another reason wouldn't be considered by you, huh? Like the branch tips are drawed by 2D functions instead of Direct3D, for whatever reason? Like performance or stuff?

go learn how anti-aliasing works

Yes, because post-rendering 2D drawing operations are affected by the graphics cards antialiasing settings for 3D operations.

ROFl, that's great. You keep telling yourself that...

Yeah, because that couldn't be a possibility, right?

For that matter, I think I'm going to fake some unantialiased bushes into some FarCry screenshots, because doing so would make so much sense.

--edit

After taking a second look, the branches and fence textures seem to be sprites, considering their grittyness on the image thanks to rotation. And you wouldn't know, but a lot of graphics cards don't support sprites during 3D operation but add them afterwards, a phase where AA doesn't apply. How would you like that theory, sir?

Edited by Tom Servo

I've seen older games doing such stuff too. Some earlier versions of DirectX didn't support particle effects either, which was then implemented post-rendering then. These games would exhibit same effects with AA activated. So why would it be so impossible to implement detail foliage post-rendering?

Or maybe it's textures on polygons afterall, but just rendered on a Parhelia? Who knows? 16x FAA on these cards creates killer quality antialiasing which beats anything up to the GeforceFX6800, but craps out on transparent textures, because it applies AA only on polygon edges and doesn't notice transparency in textures. This would at least explain why the fence texture isn't AA'd either (yes, it ain't).

These ideas make at least more sense than your tinfoil conspiracy. Because a) you can't create such nice AA by editing it into a screenshot except by resizing from highres to lowres, but then the branches would be AA'd, and b) it makes really sense to edit un-AA'd branches into a screenshot, if you could have drawn them in double or triple resolution and then resized it down to generate AA before pasting them into the shots (see A). I don't think that the PR guys that prepped the shots are idiots either.

I say there's a reason why they don't have AA, but definitely not because they supposedly edited the shots.

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