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Updated Graphical Changes (markdown)
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@ -18,7 +18,7 @@ Despite the strict criteria for including these kinds of changes, Mapbase has gr
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**Main article:** *[Projected textures](Projected-textures)*
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Mapbase overhauls projected textures to function similarly to other games. To fix most of the issues with projected textures, Mapbase uses shader code originating from the Alien Swarm SDK and certain open-source repositories. See the main article for more information.
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Mapbase overhauls projected textures to function similarly to other games. To fix most of the issues with projected textures, Mapbase uses shader code originating from the Alien Swarm SDK and certain snippets or open-source repositories. See the main article 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 changes require materials to use custom shaders. See [Shader changes](Shader-changes) for more information.
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@ -28,8 +28,13 @@ Mapbase overhauls projected textures to function similarly to other games. To fi
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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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<p align="center">
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<img src="https://i.imgur.com/bOC9iZu.png" width="512"/>
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</p>
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Mapbase uses radial fog, a fog calculation method which draws fog radially and doesn't change as you rotate the camera, unlike planar fog. It was introduced in Left 4 Dead and has been used in all Valve games ever since. Mapbase used Half-Life 2: Downfall's repo as a guide for porting the involved shader code from the Alien Swarm SDK.
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Mapbase uses radial fog, a fog calculation method which draws fog radially and doesn't change as you rotate the camera. Normally, Half-Life 2 still uses "planar" fog, which is calculated as a plane and changes as you rotate the camera. You could often see past it by rotating the camera and looking at the edge of your screen.
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Radial fog was introduced in Left 4 Dead and has been used in all Valve games ever since. Mapbase used Half-Life 2: Downfall's repo as a guide for porting the involved shader code from the Alien Swarm SDK.
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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 custom shaders. See [Shader changes](Shader-changes) for more information.
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@ -49,7 +54,7 @@ Fun fact: This was originally implemented by accident.
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<img src="https://i.imgur.com/z57RxZl.jpg" width="256"/>
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</p>
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"Brush phong" is phong reflections on brush shaders, like `SDK_LightmappedGeneric`. It highlights regions of a face when lit by a projected texture. This effect originated from City 17: Episode One.
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"Brush phong" is phong reflections on brush shaders, like `SDK_LightmappedGeneric`. It highlights regions of a face when lit by a projected texture. This effect originated from City 17: Episode One and you could find more information on [their ModDB page](https://www.moddb.com/mods/city-17-episode-1).
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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> Brush phong requires materials to use custom shaders. See [Shader changes](Shader-changes) for more information.
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