diff --git a/Graphical-Changes.md b/Graphical-Changes.md index c7d03ee..b4c20ec 100644 --- a/Graphical-Changes.md +++ b/Graphical-Changes.md @@ -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 ---

@@ -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. - Warning:  Some of the fixes require materials to use a new shader. See (put page here) for more information. + Warning:  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 +--- +

+ + +

+ +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. + + Warning:  Radial fog requires materials to use new shaders. See (put page here) for more information. + ### Dynamic RTT shadow angles ---