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Interview with Gabe Newell for HL2 Online Source
Added on 27/08/2003 by Hoaxer

Hoaxer: Hello Gabe, thank you for finding time to answer our questions! We have prepared some hopefully interesting questions - some of them are serious, and some, well, not. ;) So, let's start :)

Hoaxer: How will it be possible to make such geometry as railings - are they made with block tool (then how did you made their corners smooth, as seen on prison screenshot), imported from mesh or something new?

Gabe Newell: The railings are models. We call them static props. Static props are LOD'd and culled by area portals. They are created in a modelling package (we use XSI primarily). They light just like the world. Most of the time you think of them as world geometry with attractive performance characteristics that you probably build in XSI. If you were building something very complex, say a domed and engraved roof with really intricate detail, you would probably use a static prop.

Hoaxer: A lot of programmers came up with interesting ideas to improve Hammer, but they left only ideas. Will be there plugin support for Hammer, like ID did with Radiant?

Gabe Newell: Not in the first release. It's a feature our partners have asked for, in addition to the level developers.

Hoaxer: In the old SDK, one of the annoying things was command-line tools - and how is that made in the Source engine? Command line tools again, or do we have a collection of tools with GUI?

Gabe Newell: We continue to have a mix of GUI and command-line tools. Face Poser is a new tool for building character performances. Given what you do with it, it has to have a GUI. For something like sprgen, given our work-flow, it didn't occur to us that a GUI would really be necessary or all that useful.

Hoaxer: Are you going to release the Half-Life (1) engine source as ID did with Quake and Quake2? If not, is it because with games like Counter-Strike being still popular, and the fact that release of engine source can open new "leaks" for cheaters?

Gabe Newell: Probably not, for the reason you suggest. Before hacking got so annoying, we would have done it, but now the positives for developers is swamped by the negatives for players.

Hoaxer: Are materials (.VMT) defined in binary files which are created using new tool\editor or are they text script files like material shaders of Quake3?

Gabe Newell: Materials are described in text files, but that's pretty much where their resemblance to Quake 3 shader definitions end. For example physics properties are also included in VMT files, whereas shader algorithms are not. Source materials are scalable, whereas Quake 3 materials are not. And so on.

Hoaxer: Are there sprites in Source engine, or they were replaced with something more... advanced - for example you can select each material to be sprite's textures?

Gabe Newell: Yes, there are sprites. Yes, they are more advanced (you can select a VMT to use as a sprite). In many cases where you used to use sprites you would now use something else (e.g. per-pixel lit particles).

Hoaxer: What kind of shadows are used in Source engine - are they fully dynamic, or are they partially static lightmaps - do you use a combination of lightmaps and dynamic shadows?

Gabe Newell: We use a combination of dynamic and static lighting. Objects that move cast dynamic shadows whereas static objects cast, well, static shadows that are cheaper. On DX9 you get soft dynamic shadows as well. We also have a full radiosity solution for static bumped lighting (bump maps work with static lights). If you were to put a static light next to a bump-mapped object, the light direction would be correct (traditionally light maps and bump maps have been mutually exclusive).

Hoaxer: Will the vehicles be able to support, for example, having a helicopter land, having a ramp lower, and then having troops coming out?

Gabe Newell: Sure. You could build your helicopter out of brushes or props, build your doors out of brushes or props, have everything lit correctly, have hierarchical structures, etc...

Hoaxer: How many of the original monsters will be returning to Half-Life 2?

Gabe Newell: About half.

Hoaxer: Why haven't there been screenshots of aliens which we have seen in Half-Life?

Gabe Newell: Because we are teasing you.

Hoaxer: Weird question, but...will the G-Man be invulnerable again? :D

Gabe Newell: Do not shoot the G-Man. Bad bad idea.

Hoaxer: Will there be any weather effects (in Half-Life 2)?

Gabe Newell: Yes (rain, fog, snow ...). Weather effects are traditionally implemented with a combination of sprites, particles, screen space effects, detailed props, and these sub-systems will make it very easy for MODers to either use our weather effects, modify our weather effects, or create their own. Weather gets more interesting when you start tying it to game logic and physics - for example one of the developers built a mini-tornado that not only looked like a tornado, it would push the player around, and pick up everything that was light enough and swirl it around.

Hoaxer: We know that there will be large open water areas (sea). How have you solved the problem of the player from swimming to "the end of the world" :) ?

Gabe Newell: Say hello to my little ichthyosaur ;-)

Hoaxer: Will be there portal effects in Half-Life 2? Will monsters suddenly warp-in like in Half-Life 1?

Gabe Newell: At points in the game there are teleports and monsters will use them.

Hoaxer: As we know manipulator weapon allows us to pick up not to heavy objects. Will it be possible to use it on... birds for example? Or it can't pick up "alive" objects?

Gabe Newell: Sure.

Hoaxer: We have seen birds - but will be there animals in City-17: cats, dogs,... rats?

Gabe Newell: How come no one ever asks about hedgehogs. Hedgehogs are pretty darn cute if you ask me, and they eat slugs, which in the Pacific Northwest is a total bonus feature.

Hoaxer: We have seen tram in City-17. Will it be possible to use it?

Gabe Newell: That's a good idea.

Hoaxer: We haven't seen Gordon's hands when he droved buggy - is it design decision or you are going to add his hands?

Gabe Newell: You don't see your hands when you are driving and you don't see your feet pretty much ever.

Hoaxer: Will we guess during the game who was mother of Alyx Vance?

Gabe Newell: The G-Man is actually a hermaphrodite. Don't tell anyone ;)

Hoaxer: Can you comment why Calhoun wears clothes of Combine Soldiers?

Gabe Newell: That's pretty much all they sell at the Gap in the future :)

Hoaxer: Thank you for giving us an opportunity to interview you! We wish you the best of luck with Half-Life 2!

Also I'd like to thank rest of Online Source staff - Hugh, Mad_Spike and [DSL]Stalcer of HL2 Inside for helping me with some of questions.







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