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Updated Graphical Changes (markdown)
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We often talk about Mapbase not changing the graphics, but most of the graphics changes listed here are either for the good of modding or were simply necessary. Most of them are controlled by the mapper as well.
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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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---
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@ -7,11 +7,15 @@ We often talk about Mapbase not changing the graphics, but most of the graphics
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<img src="https://i.imgur.com/z57RxZl.jpg" width="256"/>
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</p>
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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. Insolence was just porting over code from other projects for the most part, but Insolence's commits were used to cherry-pick code and files over to Mapbase and almost all new projected texture code is from that.
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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.
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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 fixes, like the "reverse projection" bug or decals not receiving shadows correctly.
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For the most part, Insolence's code was just gathered from Alien Swarm and other (credited) projects for its own purposes, but the vast majority of Mapbase's projected texture code--including all of the shader changes--were cherry-picked from Insolence commits.
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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.
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Most of the work involved is based off of the Alien Swarm SDK, meaning env_projectedtextures use a lot of Alien Swarm I/O/KV and features, like the "Always Update" spawnflag. There's some new features as well, like the ability to set the FOV's width and height separately. (this causes shadow bugs, so be careful)
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These changes involve the game DLLs as well as the shaders, so many of the fixes go beyond what the VDC fixes covered, like the "reverse projection" bug or decals not receiving shadows correctly.
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**In Mapbase, up to 5 projected textures with shadows enabled 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.
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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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@ -39,4 +43,4 @@ Fun fact: These were originally implemented by accident.
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---
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(put image here)
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This was originally from City 17: Episode One. I wouldn't normally aim to implement something like this, but it was implemented by request and due to its proximity to the projected texture stuff. It's only activated through specific VMT parameters and masks anyway.
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This was originally from City 17: Episode One, but it was brought through Insolence commits. This isn't something Mapbase would normally implement, but it was requested and its proximity to the projected texture stuff made it easier to port than to avoid. It's only activated through specific VMT parameters and masks anyway.
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