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Added info on radial fog
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@ -1,6 +1,6 @@
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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)*
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### Projected Textures
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### Projected textures
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---
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<p align="center">
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<img src="https://i.imgur.com/RiYso9A.jpg" width="256"/>
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@ -19,7 +19,7 @@ These changes involve the game DLLs as well as the shaders, so many of the fixes
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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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<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 fixes require materials to use a new shader. See (put page here) 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 fixes require materials to use new shaders. See (put page here) for more information.
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### env_global_light
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---
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@ -29,6 +29,17 @@ env_global_light is an orthographic projected texture, like an env_projectedtext
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Like the projected textures, this requires the material shader changes to take advantage of certain fixes.
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### Radial fog
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---
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<p align="center">
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<img src="https://cdn.discordapp.com/attachments/411055443943882752/603006454051504149/background020013.jpg" width="384"/>
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<img src="https://cdn.discordapp.com/attachments/564491020344098827/603075488231063563/background020016.jpg" width="384"/>
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</p>
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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.
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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> Radial fog requires materials to use new shaders. See (put page here) for more information.
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### Dynamic RTT shadow angles
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---
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<p align="center">
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