Added info on radial fog

Blixibon 2019-07-22 23:33:58 -05:00
parent c7d438857e
commit 77c167cc8f

@ -1,6 +1,6 @@
While part of the point of Mapbase is to improve modding and mapping without changing too much of the game itself, there are a few exceptions listed on this page. Most of these changes are negligible and/or controlled by the mapper. *(although the shader changes are something to keep in mind)*
### Projected Textures
### Projected textures
---
<p align="center">
<img src="https://i.imgur.com/RiYso9A.jpg" width="256"/>
@ -19,7 +19,7 @@ These changes involve the game DLLs as well as the shaders, so many of the fixes
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.
<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> Some of the fixes require materials to use a new shader. See (put page here) 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> Some of the fixes require materials to use new shaders. See (put page here) for more information.
### env_global_light
---
@ -29,6 +29,17 @@ env_global_light is an orthographic projected texture, like an env_projectedtext
Like the projected textures, this requires the material shader changes to take advantage of certain fixes.
### Radial fog
---
<p align="center">
<img src="https://cdn.discordapp.com/attachments/411055443943882752/603006454051504149/background020013.jpg" width="384"/>
<img src="https://cdn.discordapp.com/attachments/564491020344098827/603075488231063563/background020016.jpg" width="384"/>
</p>
Mapbase uses the radial fog created by the Half-Life 2: Downfall team. While regular Source fog is calculated in only one dimension _(which is why you could see through it on the edges of your screen)_, Radial fog is calculated in 3D to create a sphere of fog around the player. This means the fog looks more realistic and won't move around when you rotate your camera.
<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> Radial fog requires materials to use new shaders. See (put page here) for more information.
### Dynamic RTT shadow angles
---
<p align="center">