It is currently Sat May 25, 2013 5:37 am
Render targets allocated: 1
Depth texture resolution: 2048
env_cascade_light entity exists: 1
Shadow direction: 0.470105 0.438380 -0.766044
Gary wrote:The lighting becomes even less of the problem since the sun casts dynamic shadows.
srredfire wrote:Is that a command or what? Because I couldn't find it in-game.
srredfire wrote:Also interesting, there is a "createflashlight" command which does infact create a lightspot of sorts, although it does not cast shadows on anything.
joe_rogers_11155 wrote:Gary wrote:The lighting becomes even less of the problem since the sun casts dynamic shadows.
i thought that this was not entirely true. i thought they were using both CSM and lightmapped environmental light. remember those palm trees in the dust map that had both dynamic and lightmapped shadows at the same time? i thought something like that would also be happening in the lake map, with lightmapped sunlight coming through the hypothetical house demolition model.
This week’s update includes de_dust2_se. You will be able to access it through the map command “map de_dust2_se” in the console. This is a version of Dust2 with the fog off, props removed, cables removed, and particle effects removed. It was created especially for pro-competitive play and leagues.
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