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PC Games (Games) First Person Shooters (Games)

Half-Life 2 Panoramics 22

rgovostes writes "VRMag, an online panoramic magazine, has QuickTime VR scenes from Half-Life 2. The corresponding article, Half Life 2: A Panoramic Approach, explains how the images were made and relates photographic elements with the game's rendering engine."
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Half-Life 2 Panoramics

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  • What's the point? (Score:2, Insightful)

    by borawjm ( 747876 )

    Why not just buy the game and get a better perspective? These "panoramic" screen shots don't do any justice to the game. The player's interation with the environment and its objects is what made the game stand out.

    Unless his intention was to tease the users that can't afford the system required to play this game, it seems like a lot of work for nothing.
    • by xfact0r ( 809075 )
      At this point in time, yes, these images don't serve much of a purpose with the game being available and all.

      However if they were released before the game, they would have given a much better overall environment that screenshots provide.

      These would have been great teaser shots. I think Prince of Persia released some, but they were pretty low quality to be any good.
    • Unless his intention was to tease the users that can't afford the system required to play this game, it seems like a lot of work for nothing.

      Or to tease Mac-only users, who can't play it now and never will. ;)

      I should add the obligatory "I use a Mac myself, it's only a joke, please don't kill my karma!" line here.

    • The funny part is that in order to view these things smoothly, you almost need a system powerful enough to play HL2 anyway.
    • It's great for modders to show off their latest map to the community too.
  • The citadel (Score:1, Insightful)

    by paulius_g ( 808556 )
    Oh come on! There should have been a panorama of inside the citadel. It was my favourite part and it has ammazing design and graphics.

    That panorama itself may be a reason for some people to buy the game... Notably to fans of Science Fiction.
    • Oh come on! There should have been a panorama of inside the citadel. It was my favourite part and it has ammazing design and graphics.

      *SPOILERS AHOY!*

      The two 'train' rides in the citadel were probably my favourite sections of the game by far - atmospheric, utterly terrifying, and startlingly well-designed.

      I'd read a review [eurogamer.net] before playing the game which quietly alluded to this section - while playing, I assumed there'd be a train ride back from Nova Prospect into a war-torn City 17 (now that could have b
  • by Blackwulf ( 34848 ) on Monday May 23, 2005 @04:00PM (#12616321) Homepage
    From TFA:
    In 1998, when Half Life was first published, it was the first storytelling game of the entertainment history;

    Apparently nobody ever tried to tell a story in a game before 1998!

    • hehheh.

      hl wasn't even the first game that told a 'story' while leaving the player in totally blind(almost all platformers did that).

      it was very good at providing and illusion of a story though when there actually was very little story in it(and the game went to total fuckness with the transition to the alien world).
    • He's not particularly clued in on game engines neither:

      Valve implemented dynamic lights, vertex lighting and light maps, and even High Dynamic Range lighting, an advanced feature in digital photography. There are a few professional cameras able to capture HDR images, and you can imagine the difficulty in reproducing it. (see Greg Downing, see HDR SHOP).

      1) All non-POS cameras can produce HDR images. You just need to take multiple images.

      2) Adding HDR to a game is quite trivial (it's pretty much like c

    • First story in a game?

      Someone better tell Bungie to recall all sold copies of Pathways into Darkness and Marathon I and II then.
  • Virtual Panoramic (Score:4, Insightful)

    by ZephyrXero ( 750822 ) <zephyrxero@[ ]oo.com ['yah' in gap]> on Monday May 23, 2005 @04:12PM (#12616462) Homepage Journal
    This is the best panoramic stuff I've seen sadly enough... Now what I mean is that no matter where you turn the camera, everything stays in pretty good perspective, but if you've ever looked at real world ones they're always warped and awkward looking. If we can do this in a game, then how come we can't make a camera do the same thing? Oh well...
    • Re:Virtual Panoramic (Score:4, Interesting)

      by GoRK ( 10018 ) on Monday May 23, 2005 @04:39PM (#12616863) Homepage Journal
      I don't know what you're talking about. With a proper pano head and some decent stitching effort you can create 'perfect' panoramas without distortion. It helps to have the right equipment and knowledge though. Most panoramas out on the web are unfortunately shot on a regular tripod (which does not pivot around the right point) or worse, handheld, and stiched using some low quality automatic stitching software (Ulead 360, etc)...

      Using something that actually *works* like panotools and good wide angle lenses, you can whip up good looking shots with minimal effort.

      Here's one of my first 360's [blurbco.com] made with two shots and a lens with a 183 degree FOV. There are some problems with the horizon due to it being in the extremeties of the picture, but aside from the lack of resolution, it is pretty much seamless except for one small area by the sailboat where I simply could not get panotools to bend things right. If I'd have had more altitude with the kite, it would have been perfect. Next time I shoot one, it will be :) My shot was inspired by Scott Haefner's work on the same subject; however he has far more experience at it than I do (I have only made one shot).. If you really want to see some awesome stuff, check out his site [scotthaefner.com].
    • You can do some fairly good panoramas with a camera. Unfortunately, Apple's stitching software sucks.

      A better solution is to use a reflective ball.. then use lens correction software to turn the spherical reflection into a full panorama.

      Search for "Gazing Ball Panoramas" to get some examples.
    • Re:Virtual Panoramic (Score:3, Informative)

      by GoRK ( 10018 )
      On second thought, I think I might know what you are referring to... It's not a stitching or composition problem, but it boils down to this: When you pan around a QTVR the high default field of view can make things look out of perspective.. IE 90 degree corners look sharper on the edge vs in the center of the picture. If you click the "+" to zoom in you can sort of make this problem go away at the expense of a reduced field of view.

      The other minor problem is the way QTVR maps panoramas. QTVR uses a cubic
      • Well, the HL2 panorama was done in Quicktime as well, so that can't really be the problem...I think it's the field of view probably. Even your panorama looks very fish eye like...
        • No the cubic mapping problem can be seen as an uneven distribution of image resolution -- ie when you are looking directly at a cube face you have less resolution than when you are looking into a cube corner. In practice it really just reduces sharpness.

          I think the halflife image has the advantage of having been saved with a lower FOV. The aspect ratio is also a little better which also mitigates the effect somewhat. If you zoom into my kite pano quite a bit you can get the building corners and whatnot to
  • More HL2 Panoramas (Score:3, Insightful)

    by bigbigbison ( 104532 ) on Monday May 23, 2005 @07:00PM (#12618303) Homepage
    While not as big as these, David Johnston has some of his own HL2 Panoramas [johnsto.co.uk] that I think are a little better.
    • While not as big as these, David Johnston has some of his own HL2 Panoramas that I think are a little better.

      More importantly, he's found an incredibly straightforward way of creating them. I think I might make use of this trick for my own stuff [hylobatidae.org] - thanks!

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