Light revision + updated for v6.1

Blixibon 2021-02-18 14:25:20 -06:00
parent 6a0d31497f
commit 1d617b0c0e

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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. This article is an overview for changes in Mapbase which alter the game's graphics or visuals and have a visible effect in-game.
For the most part, Mapbase is supposed to be "invisible" to players so it could maintain a vanilla feel and 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 changes which are intended to serve at least one of these purposes: For the most part, Mapbase is supposed to be "invisible" to players so it could maintain a vanilla feel and 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 changes which are intended to serve at least one of the following purposes:
* Fixing issues which annoy mappers trying to use existing features. * Fixing issues which annoy mappers trying to use existing features.
* Providing more options for presentation without interfering with existing visuals. * Providing more options for presentation without interfering with existing visuals.
* Making it easier for mappers to opt into a different art style. * Making it easier for mappers to opt into different art styles.
* Providing controllable effects for simple utility purposes. * Providing controllable effects for simple utility purposes.
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. 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.
@ -73,3 +73,11 @@ Mapbase adds parallax corrected cubemaps, a technique implemented by Brian Charl
Mapbase adds support for `$treeSway`, a special feature introduced in Left 4 Dead and used in all Valve games ever since. It allows trees to "sway" with the wind. Some existing tree models have been given additional skins which use `$treeSway`. Mapbase used Half-Life 2: Downfall's repo as a guide for porting the involved shader code from the Alien Swarm SDK. Mapbase adds support for `$treeSway`, a special feature introduced in Left 4 Dead and used in all Valve games ever since. It allows trees to "sway" with the wind. Some existing tree models have been given additional skins which use `$treeSway`. Mapbase used Half-Life 2: Downfall's repo as a guide for porting the involved shader code from the Alien Swarm SDK.
<strong style="margin-left:1em; color:#D31B1B; white-space:nowrap;"><img src="https://developer.valvesoftware.com/w/images/c/cb/Warning.png"/> Warning:&nbsp;</strong> Tree sway requires materials to use custom shaders. See [Shader changes](Shader-changes) for more information. <strong style="margin-left:1em; color:#D31B1B; white-space:nowrap;"><img src="https://developer.valvesoftware.com/w/images/c/cb/Warning.png"/> Warning:&nbsp;</strong> Tree sway requires materials to use custom shaders. See [Shader changes](Shader-changes) for more information.
### L4D post-processing and DOF control
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<p align="center">
<img src="https://cdn.discordapp.com/attachments/564491020344098827/781786958132936714/unknown.png" width="512"/>
</p>
Mapbase adds support for `postprocess_controller` and `env_dof_controller`, which include special post-processing effects introduced in Left 4 Dead. Mapbase used Momentum's public repo as a guide for porting the involved code from the Alien Swarm SDK.