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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby cra0kalo on Fri Feb 24, 2012 10:21 pm

Lighting appears way better in Garry's Mod 13 will post screenshots soon. I Parented a env_projectedtextures on a gun model and animated the gun to move around appears cool.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby Gary on Fri Feb 24, 2012 10:28 pm

Shouldn't be any better than Alien Swarm, unless he got a new filter.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby cra0kalo on Fri Feb 24, 2012 10:38 pm

Screenshot 1
Image

I'll get more close up ones later
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby DonPunch on Sat Feb 25, 2012 3:46 am

nice screenshot
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby ThrillerProd on Tue Apr 17, 2012 6:43 pm

Hey !

I'm curretly working on a mod based on source 2007 engine, I want to replace the light_env by the env_projectedtexture, how can you think I need to process ?
Thanks for answer !
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby joe_rogers_11155 on Tue Apr 17, 2012 7:28 pm

I dont think it is possible for Source 2007. I think the C17 mod achieved it, but I can't remember how true of a statement that is.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby Hollow on Tue Apr 17, 2012 10:14 pm

joe_rogers_11155 wrote:I dont think it is possible for Source 2007. I think the C17 mod achieved it, but I can't remember how true of a statement that is.


It's possible, but you might as well rewrite the whole lighting engine to make it run acceptably. 1/4 explained that the CSM tech that's possible in Alien Swarm really doesn't translate well in the 2007 branch, So I have no idea what they are doing to bypass that.

Also, Thrillerpod, env_projected textures are spotlight based, not orthographic, just cross your fingers Valve releases the shadowing from CSGO and updates all engine branch versions (very unlikely)
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby Smurftyours on Tue Apr 17, 2012 10:38 pm

Hollow wrote:
joe_rogers_11155 wrote:I dont think it is possible for Source 2007. I think the C17 mod achieved it, but I can't remember how true of a statement that is.


It's possible, but you might as well rewrite the whole lighting engine to make it run acceptably. 1/4 explained that the CSM tech that's possible in Alien Swarm really doesn't translate well in the 2007 branch, So I have no idea what they are doing to bypass that.

Also, Thrillerpod, env_projected textures are spotlight based, not orthographic, just cross your fingers Valve releases the shadowing from CSGO and updates all engine branch versions (very unlikely)

They use ASW as their engine format not 2007, that's how they don't have to deal with that crap.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby [Steve] on Wed Apr 18, 2012 1:36 am

Once im finished with the current work project im working on i shall finish off and publish my port of the 07 code base to Asw.
Hopefully it will be useful to most of you.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby ScarT on Wed Apr 18, 2012 8:02 am

Smurftyours wrote:They use ASW as their engine format not 2007, that's how they don't have to deal with that crap.

Actually City 17: Episode One is based on 2007.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby Armageddon on Wed Apr 18, 2012 9:18 am

ScarT wrote:
Smurftyours wrote:They use ASW as their engine format not 2007, that's how they don't have to deal with that crap.

Actually City 17: Episode One is based on 2007.

They wouldn't port all that over to ASW, it's 2007.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby -=Biohazard=- on Wed Apr 18, 2012 5:09 pm

That 'CSM' in alien swarm merely uses the flashlight to re-draw all relevant parts for each view. This can also easily be realized in 2007; the only additional 'difficulty' is to add orthographic projection support to the flashlight, which is not that hard.

You don't have to edit any shaders or anything to make it work in 07, for the shadowdepth casting/projection you merely need to set a boolean to true and you need to override the 'worldtotexture' matrix (which can either just be copied probably or you write it by hand).

Of course you can also just port most of it from swarm and omit any changes that depedent on inaccessible code.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby Hollow on Wed Apr 18, 2012 5:53 pm

I've started to learn programming (like the very basics at the moment), and even though it's not needed right now, I hope to actually understand the code to do it myself.

Have you considered doing programming tutorials biohazard?
Your knowledge seems to be vast for this sort of thing.
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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby Gary on Wed Apr 18, 2012 7:44 pm

-=Biohazard=- wrote:That 'CSM' in alien swarm merely uses the flashlight to re-draw all relevant parts for each view. This can also easily be realized in 2007; the only additional 'difficulty' is to add orthographic projection support to the flashlight, which is not that hard.


Are you talking about env_global_light/sunlight_shadow_control?

The CSM we are talking about:

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Re: Fixing env_pojectedtextue(Src2007 Mods)

Postby -=Biohazard=- on Wed Apr 18, 2012 9:18 pm

Hollow wrote:Have you considered doing programming tutorials biohazard?


There are a few (crappy) articles from me on the VDC but nothing for this sort of thing yet.


Gary wrote:Are you talking about env_global_light/sunlight_shadow_control?

The CSM we are talking about:



That's exactly what I'm talking about too, which is a modified env_global_light entity. But that doesn't really mean anything, it's using the flashlight, that's what matters ;).
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