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Revision with centered images, shader update, etc.
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Kind of funny that we talk about Mapbase not focusing on graphical changes, huh?
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Well, it's true. We don't focus on graphical changes and all of them can only be engaged by the mapper. This is a list of them.
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Although Mapbase aims to improve the mapping experience and we often talk about not changing the graphics, there are a few major exceptions. These exceptions are usually toggle-able by the mapper and/or necessary.
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### Projected Textures
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---
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<p align="center">
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<img src="https://bitbucket.org/repo/z8pz97a/images/2031199010-mapbase_demo010391.jpg" width="384" />
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TODO: SECOND IMAGE
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</p>
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Mapbase's projected textures are one messy mix of [Insolence's ASW projected textures](https://github.com/95Navigator/insolence-2013/commits/master), [City 17: Episode One's projected textures](https://github.com/KyleGospo/City-17-Episode-One-Source), [the VDC fixes](https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes), and Mapbase's own adjustments. Thank Insolence the most for these improvements.
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Up to 4 projected textures can be active at one time, including the player's flashlight, but you could use the "-numshadowtextures" launch parameter before starting the game to set the projected texture limit, based on the Gmod launch parameter of the same name.
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Mapbase's projected textures are a mix of [Insolence's implementation of Alien Swarm projected textures](https://github.com/95Navigator/insolence-2013/commits/master), [City 17: Episode One's projected textures](https://github.com/KyleGospo/City-17-Episode-One-Source), [the VDC fixes](https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes), and Mapbase's own adjustments. The majority of this is Insolence's work, so please thank them the most.
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A friend of mine once said these may be some of the most powerful projected textures available in Source 2013, but that might be an overstatement. They still suffer from certain bugs I can't fix, like the decal bug (TODO: SHADER FIX!!! G-String fixed it?) or the reverse projection bug.
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These changes involve the game DLLs as well as the shaders. Most of the work involved is based off of the Alien Swarm SDK, meaning env_projectedtextures use Alien Swarm I/O/KV and features, like the "Always Update" spawnflag or BBox visibility tests. There's also fixes for some classic projected texture bugs that the VDC fixes couldn't deal with, like the "reverse projection" bug or (todo: mention decal fix when decal fix is implemented).
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In Mapbase, up to 4 projected textures can be active at one time, including the player's flashlight. However, you could use the "-numshadowtextures" launch parameter before starting the game to set the projected texture limit. This is based on the Gmod launch parameter of the same name.
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By default, Mapbase uses a shadow map resolution of `2048` with a filter size of `0.5`. This can be changed in `imaterialsystem.h`. See [this section on the Valve Developer Community](https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Lowering_the_amount_of_.22grain.22_on_shadows) for more information.
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@ -23,8 +25,10 @@ Again, you can thank Insolence for this, not me.
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### Dynamic RTT shadow angles
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---
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<img src="https://developer.valvesoftware.com/w/images/6/67/Dynamic_rtt.jpg" width="448" align=middle />
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<p align="center">
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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), based directly on [Insolence commits](https://github.com/95Navigator/insolence-2013/commit/410bcbcc1d5d413bd7a19875b200d30134030aa3). Dynamic RTT shadows angles are off by default and must be enabled through an input/keyvalue in shadow_control, an option which Insolence seems to have added themselves.
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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), based directly on [Insolence commits](https://github.com/95Navigator/insolence-2013/commit/410bcbcc1d5d413bd7a19875b200d30134030aa3). Dynamic RTT shadows angles are off by default and must be enabled through an input/keyvalue in shadow_control, an option which Insolence seems to have added themselves. It still has the same problems it did before, like visibly lerping from light to light.
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There's actually a funny story behind the implementation of this. I actually wasn't going to add it to Mapbase, but when I was gleaning Insolence's repo for their projected textures (with permission) I was just copying and pasting code and nesting it in "ASW_PROJECTED_TEXTURES" and because they make changes to the same places I assumed the "ShadowFromWorldLights" stuff was part of the projected textures. I realized what I was doing eventually, but I still basically implemented dynamic RTT shadow angles by accident.
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Fun fact: These were originally implemented by accident.
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