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)* 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"> <p align="center">
<img src="https://i.imgur.com/RiYso9A.jpg" width="256"/> <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. 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 ### env_global_light
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@ -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. 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 ### Dynamic RTT shadow angles
--- ---
<p align="center"> <p align="center">