It is currently Thu Apr 18, 2024 2:14 am
Botolf wrote:So I've run into an issue with env_projectedtexture whilst applying some of the VDC codefixes (link), where said light will light the far side of a model, and not just the facing side. Problem is seen here:
Door: Appid 420 (Episode Two), no light bleeding through model
Door: Appid 218 (Source 2007 Base), light bleeding through model
The problem remains the same with all of the fixes enabled, some, and none, so I'm inclined to believe that this is an issue that lies with the SDK Base 2007 itself, something that changed between it and Half-Life 2: Episode Two. Has anyone here encountered this issue, and do they know of a fix?
The alternative would be to mount Ep2 or the SDK Base 2009 (which still doesn't exist, afaik), but for the former I'd have to know of a way to use the custom DLLs and the accompanying code without running into a wall of startup crashes.
Gary wrote:That is a good question, now that Source shadow mapping has seen improvement in Portal 2, I expect to see more of it in their future games. It's just sad how shadow mapping has been in use for years(even all the way back to Halo2 on the original xbox), yet Valve doesn't appear to be invited to the party(till now with Portal2).
TicTac wrote:Gary wrote:That is a good question, now that Source shadow mapping has seen improvement in Portal 2, I expect to see more of it in their future games. It's just sad how shadow mapping has been in use for years(even all the way back to Halo2 on the original xbox), yet Valve doesn't appear to be invited to the party(till now with Portal2).
Even with Portal2 they kept the cap of 1 projectedtexture at a time. That's really what I don't understand, since they don't seem to be to demanding
Dives wrote:Probably required significant code rewrite to implement. You know how Valve is with prioritizing.
Dives wrote: I'm sure we'll be seeing it with the next release after DOTA 2.
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