It is currently Sun May 19, 2013 4:25 pm

cl_csm_enabled: 1
Render targets allocated: 1
Depth texture resolution: 2048
SupportsCascadedShadowMapping: 1
SupportsShadowDepthTextures: 1
CSMQuality: 0
env_cascade_light entity exists: 1
Shadow direction: 0.470105 0.438380 -0.766044
"+csm_rot_x_neg" client
"+csm_rot_x_plus" client
"+csm_rot_y_neg" client
"+csm_rot_y_plus" client
"-csm_rot_x_neg" client
"-csm_rot_x_plus" client
"-csm_rot_y_neg" client
"-csm_rot_y_plus" client 
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.
Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.
Wtf.







Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.
Wtf.










Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.
Wtf.








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