Making Real-Time "Surface Reflections" in Half-Life 1
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- Опубліковано 18 лют 2024
- #halflife #modding #goldsrc
A fun little trick that I figured out in Goldsrc. Although they aren't real reflections though, I'm not competent enough to do that.
My file sizes are about to skyrocket.
download link: gamebanana.com/mods/499456 - Ігри
how it works?
In hammer, you can set brushes to render as transparent, I made the floor transparent , and then copy/pasted and mirrored the room upside down underneath the floor. The same thing has been done for the windows as well.
So basically, just like that one tram scene shown in Blue Shift, right?@@riv472
@@riv472 but how u make the reflective windows that if u break theres no mirrored room?
idk
@@yuriydemchuk1325you can add a brush which is invisible until the window is broken, so when the glass breaks it triggers the brush to turn visible.
Its really fun doing such stuff but its really not suitable for actually including it in hl1 story maps
Dammit I just realized I forgot to make the windows smash in the reflections
you broke the matrix
Hope somebody got fired for that blunder.
It would be cool if you could push around the wet floor sign, and the reflection wet floor brush moves mirrors the motion
Because its an n64 style reflection
You also dont have shadow, for exambple at 1:25 the door is recessed but we can see its full reflection as if it were flush against the wall. We shouldnt be able to see the door parts that are obscured by the concrete pad.
Reflection aside, with that texture work you could totally see how Goldsrc eventually became Source.
i mean the main upgrade to source was the physics. its a very similar engine. the main reason games in goldsrc didnt look as good was because of hardware limitations rather than engine limitations
*destroys window with crowbar*
window's reflection: 🗿
i love the trickery of having white walls appear wherever you break a window, blocking the view to the reflected room behind
such a neat detail
Imagine if you are playing a HL mod and found yourself in an uncannyingly realistic room that resemblance an URE 5 project.
G-man so strong he can teleport you into a different engine
Finally, there's a "Surface Reflections", so Freeman can reflect and survive "Surface Tension".
Is it just me but does that room give ominous vibes
Gordon is confirmed a vampiric being
Gmod players when they see a room: 😨😨😨
Literally the back room 🙀
Dudes hella in some portal room
@@ThatDumbUA-camUserLMAO
had me fooled when you broke the windows, then you noclipped and proved what i initially thought you did
This is the best floor wipe ad ever
The map looks so cool! For a second I thought it was the Source engine. Good job!
they should give the janitor a raise
The trick used has been used in other games too.
It was used in one of gta sa restaurants
There was a recently made indie game called Zortch which parodied this effect by having one of the levels use this trick for "reflective" floors only for you to end up in the upside down room at the end of the level.
There are games from the 90's that actually don't fake this and actually show a mirrored image. A good example is SWAT 3 from 1999
props to the janitor
Gordon made it into Big Smoke's crack fortress
I completely failed to realize this was Half-Life _1_ until I noticed the door sounds.
I already knew what was going on with the floor, but the windows genuinely blew my mind with how creative and intuitive that was. Great job dude
I am more concerned about the prebaked shadows they look way to good for default compiler
it's half life source
to make the effect fare better, overlay two textures for the floor. you'd have the transparent layer that serves as the reflective tiles, and one that's the grout between the tiles, and you'd make them less transparent, if any at all. also reduce the transparency a little bit and you really have a nice depth effect
This trick never gets old :') As another commenter said, fantastic texture work
Love this. Metal Gear Solid 1 does the same thing for puddles and whiteboards (with the models behind the whiteboards being given transparency)
The trick is simple but it looks so good, awesome job!
I was expecting the "duplicate world" trick, but the windows smashing and removing the reflection is 👌
Very uncanny, still can't believe you made this in GoldSrc. Nice work!
Yeah that's a super old trick to make a "mirror" effect is just model it behind the reflecting space.
This is basicly Source's water reflections, except instead of rendering the thing from an another angle you just render a whole 2nd room
Amazing what a difference it makes! Well done.
Are you really expecting me to believe anyone cleans floors this well at black mesa?
this is revolutionary for skibidi toilet origins
the most polished and waxed room ever
Windows be like “not today lil bro 🤓”
incredibly cool!! very neat to see people discover how to do new cool stuff with these engines after so long
Ah, the flipped room trick. Simple yet highly effective.
definitely needed that wet floor sign. would be a safety hazard if you didnt have it, and workplace safety is number one at black mesa
Holy crap this is amazing looking.
I believe this technique is called planar reflections. Very cool to see in HL1!
Seems like the janitor worked very hard last night
0:27 good job on not reflecting broken windows. well. considering its goldsource, its still impressive you did it
It's like that minecraft trick with stained glass
Ahh, good old fake room trick!
The moment I saw the title, as a mapper myself, I already knew how it was done. This is nicely done, not gonna lie.
I know you're aware regarding the windows, but either you unorthodoxly extend the windows, clipping on the bottom; or tie it to an scripted entity. Two ways.
I love this approach. Hoping there's some goldsrc/quake game out there that would utilize this
when i saw this i immediately knew it was the same technique used in the opening of half life blue shift , still really cool though !
“Are you a ghost?” - megamind
I've done this before once in my gmod rp map. And in gta 3 and gta vc this was done on certain buildings to make "reflections" possible.
Mirrors in Duke Nukem 3D worked this way. Except you couldn't place them on the floor or ceiling and almost everything was flipped and copied automatically be the engine, including objects.
This is like the hotel tiles in vice city.
if i remember a lot of old games did this exact trickery. especially in Star War's Battlefront 2 (2005)
thank you this is awesome
All honestly I kind of want to recreate this in Source (Gmod specifically) and upload it to the workshop as a set piece but with Source enhancements.
oot 3d did the same thing with the temple of time, they just mirrored the whole thing underneath and made the floor transparent
It reminds me a lot of how reflections work on GZdoom, you theorically can use a camera and project it but its Really resource itensive if you are going to use it a lot, so with things like reflective floors a similar technic is used
So glad that these days SSR and ray/path tracing are a thing. Stuff like this is hilariously archaic, but effective for its time. It's like the whole two scrolling normal maps for realistic water or old school 3D Skyboxes. It's nostalgic, but I sure am glad we don't have to resort to this anymore in modern engines.
I remember using this trick so much with glass in minecraft. Unfortunately most of my friends never had optifine so they never saw it properly since it always had the border around every block.
One way to fix the windows in the reflection would be to just extend them from the top to the bottom fake reflection
Wow ! that is serene and direct realistic reflections
우와 ! 그것은 고요하고 직접적인 사실적 반영이다.
I'm a big fan of people pushing old engines to their graphical limits
I feel as if the interloper entity is going to come out of the walls towards the camera
i like it
gold source at the 105% its perfect.
oh thats... really interesting actually
If you wanted to build even more off of this, you could have an inverted Gordon model underneath mirroring the player actions
The future year of 1998
Now just add a bump map to the floor to distort the reflection and give it dep- oh wait, this is goldsrc.
I know this was done on GTA San Andreas. Groove street CJ house makes extensive use of this reflection
Blue shift had it even with npcs if you want make windows better, just stretch them to reflected room
raytracers hate him
Ah yes the good old reliable
"Makes a Mirrored Upside version of a place to make it look like it is a real reflection"
This is also How people would make Water Reflections too
They would make the exact same map upside down and that would make look like a water reflection specially in water bodys outside the playable area where players can't enter the water to "break the Magic"
Amazing, I saw this trick before but this time it really felt natural!! You nailed it!!
also, Did you use the null texture on the upside down rooms? I saw some fps drops D:
I could have used more null on the faces that were turned away but I put the map together kind of hastily. Same reason I forgot to make the reflected windows break as well.
@@riv472 keep going, for a second I though this was RTX lol, you did amazing job!!
I bet you could tie the wet floor sign under to the top one as a single entity and make it pushable, to really sell the effect.
i get it. Alr, thats cool, sadly "reflection" windows didn't break
when you open half-life 1 instead of half-life 2
For a while i actually thoght you acutally made a reflection system in gold source
Oh yeah, this is sorta how it was done in Spyro 3 on the Playstation.
I may want to steal this idea and use it in my maps. It's so simple too XD
i remember trying to do this the exact same way, both the walls and the floor being reflective. it was such an fps drop lol
My PC started overheating just by watching this video alone.
Esta increíble!
very cool
office complex in half life source
casually makes source engine map in goldsrc
bro is actually taking the gold out of goldsource
I remember seeing this technique used in an old ps2 game I decompiled. Very cool
Btw the game In question was ultimate board game collection
The fake surface reflection trick is older than dirt and im suprised that has been aplied in other games and hl not
this is look like voices of the void
As a source mapper, working with the source engine can be hard, (im amateur at best)
content like this reminds me if this can be done in Goldsource, then who knows what can be done in Source alone? Its stuff like this makes me keep going.
incredible work you’ve done here, much better than mine.
Thank you for your comment. I’ve been working with source and goldsrc for about five years now, and it definitely takes practice. Hang in there and you are sure to improve.
@@riv472 Thanks! The map im working on is still in the works, but theres way too many func_detail and t-junctions problems to count. So hopefully I’ll have it finished soon. Heh
Half-Life if it had ENB support:
Wow, that actually looks like a shader for ReShade. I know this wasn't done by using ReShade, though.
Выглядит великолепно!
Take my money half life source
This gotta be the same thing in blueshift
I was wondering if it did the Silent hill 2 trick.... lol nice results.
is there a way to make the window break on the mirrored side too, maybe with a long window extending through the building model into the mirrored version?
You can use multiple func breakables with the same name that target eachother
This is room where Jim Carrey and Morgan Freeman met.
That's an old trick. But still quite working.
I legit thought this was half life 2 until you swung the crowbar ( I now realize the title says hl1, I may be blind)
ACHIEVED WITH GOLD SOURCE
I saw this trick in Blue Shift
Try making goldsrc look lile scource 2.
Anyone thought this was the pick up that can scene?