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Updated Graphical Changes (markdown)
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This article is an overview for changes in Mapbase which alter the game's graphics or visuals and have a visible effect in-game.
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For the most part, Mapbase is supposed to be "invisible" to players so it could maintain a vanilla feel as serve a blank slate to work from without having to obligate to a new visual style brought on by "improvements". For graphics and visuals, Mapbase makes strictly objective or optional improvements which are intended to serve at least one of these purposes:
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For the most part, Mapbase is supposed to be "invisible" to players so it could maintain a vanilla feel to serve as a blank slate to work from without having to obligate to a new visual style brought on by "improvements". For graphics and visuals, Mapbase makes strictly objective or optional improvements which are intended to serve at least one of these purposes:
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* Fixing issues which annoy mappers trying to use existing features.
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* Providing more options for mappers to make their maps look prettier without interfering with existing visuals.
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* Making it easier for mappers to opt into a different art style.
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* Providing controllable effects for utility purposes.
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Despite the strict criteria for including these kinds of changes, Mapbase has grown to contain a lot of them. It also makes shader changes which have special obligations for custom materials.
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Despite the strict criteria for including these kinds of changes, Mapbase has grown to contain a lot of them. It also makes shader changes which require special responsibilities for custom materials.
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### Projected textures
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---
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@ -18,7 +18,7 @@ Despite the strict criteria for including these kinds of changes, Mapbase has gr
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**Main article:** *[Projected textures](Projected-textures)*
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Mapbase overhauls projected textures to function similarly to other games. To fix most of the issues with projected textures, Mapbase uses shader code originating from the Alien Swarm SDK and certain snippets or open-source repositories. See the main article for more information.
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Mapbase overhauls projected textures to function similarly to later Source games. To fix most of the issues with projected textures, Mapbase uses shader code originating from the Alien Swarm SDK and certain snippets or open-source repositories. See the main article for more information.
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<strong style="margin-left:1em; color:#D31B1B; white-space:nowrap;"><img src="https://developer.valvesoftware.com/w/images/c/cb/Warning.png"/> Warning: </strong> Some of the changes require materials to use custom shaders. See [Shader changes](Shader-changes) for more information.
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@ -32,7 +32,7 @@ Mapbase overhauls projected textures to function similarly to other games. To fi
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<img src="https://i.imgur.com/bOC9iZu.png" width="512"/>
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</p>
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Mapbase uses radial fog, a fog calculation method which draws fog radially and doesn't change as you rotate the camera. Normally, Half-Life 2 still uses "planar" fog, which is calculated as a plane and changes as you rotate the camera. You could often see past it by rotating the camera and looking at the edge of your screen.
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Mapbase uses radial fog, a fog calculation method which draws fog radially and doesn't change as you rotate the camera. Normally, Half-Life 2 uses "planar" fog, which is calculated as a plane and changes as you rotate the camera. You could often see past it by rotating the camera and looking at the edge of your screen.
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Radial fog was introduced in Left 4 Dead and has been used in all Valve games ever since. Mapbase used Half-Life 2: Downfall's repo as a guide for porting the involved shader code from the Alien Swarm SDK.
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@ -44,7 +44,7 @@ Radial fog was introduced in Left 4 Dead and has been used in all Valve games ev
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<img src="https://developer.valvesoftware.com/w/images/6/67/Dynamic_rtt.jpg" width="448"/>
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</p>
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Mapbase uses [Saul Rennison's dynamic RTT shadow angles from the VDC](https://developer.valvesoftware.com/wiki/Dynamic_RTT_shadow_angles_in_Source_2007), which lerp from local lights and don't stay in one constant direction all the time. This feature is off by default and must be enabled through an input/keyvalue in shadow_control, an option from later Source games.
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Mapbase uses [Saul Rennison's dynamic RTT shadow angles from the VDC](https://developer.valvesoftware.com/wiki/Dynamic_RTT_shadow_angles_in_Source_2007), which means shadows draw their direction from nearby lights and don't stay in one constant direction. This feature is off by default and must be enabled through an input/keyvalue in shadow_control, an option from later Source games.
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Fun fact: This was originally implemented by accident.
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@ -54,7 +54,7 @@ Fun fact: This was originally implemented by accident.
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<img src="https://i.imgur.com/z57RxZl.jpg" width="256"/>
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</p>
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"Brush phong" is phong reflections on brush shaders, like `SDK_LightmappedGeneric`. It highlights regions of a face when lit by a projected texture. This effect originated from City 17: Episode One and you could find more information on [their ModDB page](https://www.moddb.com/mods/city-17-episode-1).
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"Brush phong" means phong reflections on brush shaders like `SDK_LightmappedGeneric`. It highlights regions of a face when lit by a projected texture. This effect originated from City 17: Episode One and you could find more information on [their ModDB page](https://www.moddb.com/mods/city-17-episode-1).
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<strong style="margin-left:1em; color:#D31B1B; white-space:nowrap;"><img src="https://developer.valvesoftware.com/w/images/c/cb/Warning.png"/> Warning: </strong> Brush phong requires materials to use custom shaders. See [Shader changes](Shader-changes) for more information.
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