Shadow Mapping in Source

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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby Gary on Thu Aug 26, 2010 8:18 pm

I still can't seem to go any higher then 1024....
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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby Bites on Fri Aug 27, 2010 5:30 pm

Absolutely no idea, then. 1/4 Life is currently working on a fixed up clientshadowmgr.cpp with a ton of fixes like attenuation and stuff, + the ability to change the shadowmap resolution. I'll ask him if he's alright with me sharing, but I can't promise anything! We might have to save it for when a little mod me and MaxOfS2D are working on with some of his buddies as well.
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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby city14 on Fri Aug 27, 2010 6:03 pm

Uh, that would be really nice just for a community release. All mods could benefit from good env_projectedtexture stuff...
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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby Bites on Fri Aug 27, 2010 6:58 pm

Yeah I know, I'll ask him if I can release it. But again, that's his decision, not mine!
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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby Gary on Sat Aug 28, 2010 12:12 am

Well, we can always hope. The community would be greatly thankful.
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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby Dabu on Sat Aug 28, 2010 1:45 am

Well, Portal 2'll have significantly improved projectedtextures. I don't know if it's worth working right now.
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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby Gary on Sat Aug 28, 2010 1:49 am

I will only wait till then if I know for a fact that they will release it's code with it.
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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby Gary on Mon Aug 30, 2010 10:47 pm

Really, it's not of high quality by any standard, but Smurf wanted to test it out so I uploaded. Since it's already uploaded, you guys can try it out. Not really that exciting, just some stuff I was messing around with. Really, this is missing a few fixes from the VDC, so it's not going to run the best.

Just type "map" in console to see the maps I complied for this.

r_flashlightdepthres is the shadow map resolution, it doesn't appear able to go over the view point's resolution.
You must set r_flashlightscissor to 0 to prevent clipping! This will be hardcoded in future versions!


Here are some pictures of one of the HL2 levels I recompiled for fun, it has a few graphical glitches, but the last few lights look quite awesome. There is about 6 or 7 in the level. Far more optimization needs to be done.
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It's about 8MB, 48MB uncompressed.
http://dl.dropbox.com/u/9342075/shadow_map_fix.rar
Last edited by Gary on Mon Aug 30, 2010 11:22 pm, edited 1 time in total.
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Re: Fixing env_pojectedtextue(Grain Fixed, now working on re

Postby city14 on Mon Aug 30, 2010 11:05 pm

That doesn't look awful, I might try it when I head home...

Is it just the client and server dlls or does it include the code?
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Gary on Mon Aug 30, 2010 11:12 pm

I suppose I could release the code, but I have step by step instructions on the front page.


Also, that download is the testbed I am working on. It includes a few maps and the client and server dlls. I hope to release a far more optimized and better looking version within the next couple weeks. This was just what I had at the moment Smurf wanted to try it out.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Gary on Mon Aug 30, 2010 11:24 pm

Misread VDC, to fix clipping, set r_flashlightscissor to 0. This will be hard coded in future versions.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Major Banter on Tue Aug 31, 2010 12:11 am

1: Will this code be usable in mods with your permission?

2: Does it work with static_prop_polys?

3: Can you make it look less sketchy? i.e. pic 2
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Hollow on Tue Aug 31, 2010 12:27 am

Major Banter wrote:1: Will this code be usable in mods with your permission?

2: Does it work with static_prop_polys?

3: Can you make it look less sketchy? i.e. pic 2


Why do you need permission? I figured this stuff out by scouring the wiki and found the env_projectedtextures/fixes page. The least you need to do is just thank gary for solving the grain issue, though Mr2 had a helping hand in solving it too.

it's incredibly simple fixes tbh, just a few lines a code change.
Except the r_flashlightscissors 0 command isnt hard coded in yet, which means you need to enter it into the console every time you run the mod if you want overlapping dynamic lights
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Gary on Tue Aug 31, 2010 12:57 am

Major Banter wrote:1: Will this code be usable in mods with your permission?


Of course you can use it, I did this for the community.

Major Banter wrote:2: Does it work with static_prop_polys?


The command line option for VRAD? I don't see why it would interfere with it.

Major Banter wrote:3: Can you make it look less sketchy? i.e. pic 2


Lower the jitter I suppose, but lowering it too much with make the edges blocky.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Gary on Tue Aug 31, 2010 1:00 am

Also, I plan on redoing the first part of the first level of HL2. Designing it a bit to show of dynamic lighting.

I will release that in a few days.
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