mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-02-11 06:18:51 +03:00
Graphical changes changes
parent
b453f4d693
commit
d20c00b1ec
@ -1,13 +1,13 @@
|
||||
Kind of funny that we talk about Mapbase not focusing on graphical changes, huh?
|
||||
|
||||
Well, it's true. We don't focus on graphical changes and almost all of them can only be engaged by the mapper. This is a list of them.
|
||||
Well, it's true. We don't focus on graphical changes and all of them can only be engaged by the mapper. This is a list of them.
|
||||
|
||||
### Projected Textures
|
||||
---
|
||||
<img src="https://bitbucket.org/repo/z8pz97a/images/2031199010-mapbase_demo010391.jpg" width="384" />
|
||||
<img src="https://bitbucket.org/repo/z8pz97a/images/2031199010-mapbase_demo010391.jpg" width="384" />
|
||||
|
||||
Mapbase's projected textures are one messy mix of Insolence's ASW projected textures, City 17: Episode One's projected textures, the VDC fixes, and Mapbase's own adjustments. Thank Insolence the most for these improvements.
|
||||
Mapbase's projected textures are one messy mix of [Insolence's ASW 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. Thank Insolence the most for these improvements.
|
||||
Up to 4 projected textures can be active at one time, including the player's flashlight, but you could use the "-numshadowtextures" launch parameter before starting the game to set the projected texture limit, based on the Gmod launch parameter of the same name.
|
||||
|
||||
A friend of mine once said these may be some of the most powerful projected textures available in Source 2013, but that might be an overstatement. They still suffer from certain bugs I can't fix, like the decal bug (TODO: SHADER FIX!!! G-String fixed it?) or the reverse projection bug.
|
||||
@ -24,7 +24,7 @@ Again, you can thank Insolence for this, not me.
|
||||
|
||||
### Dynamic RTT shadow angles
|
||||
---
|
||||
<img src="https://developer.valvesoftware.com/w/images/6/67/Dynamic_rtt.jpg" width="512" align=right />
|
||||
Mapbase uses Saul Rennison's dynamic RTT shadow angles from the VDC, implemented from Insolence commits. Dynamic RTT shadows angles are off by default and must be enabled through an input/keyvalue in shadow_control, an option which Insolence seems to have added themselves.
|
||||
<img src="https://developer.valvesoftware.com/w/images/6/67/Dynamic_rtt.jpg" width="512" align=center />
|
||||
Mapbase uses [Saul Rennison's dynamic RTT shadow angles from the VDC](https://developer.valvesoftware.com/wiki/Dynamic_RTT_shadow_angles_in_Source_2007), based directly on [Insolence commits](https://github.com/95Navigator/insolence-2013/commit/410bcbcc1d5d413bd7a19875b200d30134030aa3). Dynamic RTT shadows angles are off by default and must be enabled through an input/keyvalue in shadow_control, an option which Insolence seems to have added themselves.
|
||||
|
||||
There's actually a funny story behind the implementation of this. I actually wasn't going to add it to Mapbase, but when I was gleaning Insolence's repo for their projected textures (with permission) I was just copying and pasting code and nesting it in "ASW_PROJECTED_TEXTURES" and because they make changes to the same places I assumed the "ShadowFromWorldLights" stuff was part of the projected textures. I realized what I was doing eventually, but I still basically implemented dynamic RTT shadow angles by accident.
|
||||
|
Loading…
x
Reference in New Issue
Block a user