It is currently Wed May 15, 2024 2:56 am
ScarT wrote:I compiled the map with the light entities, some added in the ingame editor, and some in Hammer. I load up the map, and it seems the light settings from the light_deferred_global aren't applied.
ScarT wrote:Also, I've noticed that materials that's using the deferred_brush shader falls back to lightmappedgeneric if they've got $translucent specified and not having $decal at the same time, but I'm having a hard time seeing the difference that'd make. So why is this even done? Materials falling back will be fully lit up.
-=Biohazard=- wrote:Compile in debug mode and try to start debugging at 'static lightData_Global_t GetActiveGlobalLightState()'.
-=Biohazard=- wrote:There's a huge difference because the decals are ignored by anything lighting related, they are just rendered in the second pass. It's simply not possible to light alpha blended geometry alongside with the rest, there are solutions that are either more costly or don't really work well to begin with so alpha blended geometry is simply unlit for now...
Carbon14 wrote:This looks incredible, but I am guessing that at the moment its a very solid proof of concept rather than something usable? I mean, Source without working 3d skyboxes and semi transparent materials is not going to really be usable for an actual mod right?
Carbon14 wrote:This looks incredible, but I am guessing that at the moment its a very solid proof of concept rather than something usable? I mean, Source without working 3d skyboxes and semi transparent materials is not going to really be usable for an actual mod right?
Epifire wrote:So basically any models or textures running on the deferred mod would have to refer to different shaders entirely? That would mean a lot of recompiling existing models if you were using a lot of them with this technology?
ScarT wrote:Pardon me for being ignorant. I tried disabling the checks for $decal and $translucent in the shader code, and the output looks fine. What am I missing?
Gary wrote:Biohazard released it:
Epifire wrote:I know the question has gone around a lot in this thread, but I have not read any direct answer on it yet. Is this kind of technology limited to use in the ASW engine or is there a chance to see it working in 2007 as well? If it does not currently work on '07 is there work being done to make it compatible, or is it just not practical with that build?
The Centrifuge team and I could really use this in our Ravenholm mod, since our night levels would benefit much from it. We have been building on the 2007 engine so that is where my question comes into play.
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