Updated Graphical Changes (markdown)

Blixibon 2019-06-24 19:19:02 -05:00
parent 445379b9e3
commit 1e627ec954

@ -3,13 +3,13 @@ Although Mapbase aims to improve the mapping experience and we often talk about
### Projected Textures
---
<p align="center">
<img src="https://i.imgur.com/RiYso9A.jpg" width="384"/>
<img src="https://i.imgur.com/z57RxZl.jpg" width="384"/>
<img src="https://i.imgur.com/RiYso9A.jpg" width="256"/>
<img src="https://i.imgur.com/z57RxZl.jpg" width="256"/>
</p>
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.
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).
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. These changes also fix some classic projected texture bugs that go beyond the VDC patches, like the "reverse projection" bug or decals not receiving shadows correctly.
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.
@ -19,9 +19,7 @@ By default, Mapbase uses a shadow map resolution of `2048` with a filter size of
---
(put images here)
env_global_light is an orthographic projected texture, like an env_projectedtexture that only casts shadows in one direction. This is another thing Insolence ported that ended up being gleaned into Mapbase. I have taken a few liberties with it, like setting the offset cvars to 0 and turning them into keyvalues so amppers can control it, but I don't really expect it to be used very much.
Again, you can thank Insolence for this, not me.
env_global_light is an orthographic projected texture, like an env_projectedtexture that only casts shadows in one direction. This is another thing Insolence ported that ended up being gleaned into Mapbase. I have taken a few liberties with it, like setting the offset cvars to 0 and turning them into keyvalues so mappers can control it, but it's a bit disappointing and I don't really expect it to be used very much.
### Dynamic RTT shadow angles
---