Shadow Mapping in Source

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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby kkirspel on Fri Oct 29, 2010 7:49 pm

Okay got it; the wording just confused me. I wasn't sure if we still needed to do it manually or if it was fixed in a patch.
Last edited by kkirspel on Sat Oct 30, 2010 2:34 am, edited 1 time in total.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Gary on Fri Oct 29, 2010 8:11 pm

Added/updated information and pictures, reworded it a bit.

Also, I am planning on releasing a test-mod again, that will have all the fixes applied and the modified CPP files. It will contain omni-light tests, shadow resolution tests, practical uses and more.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Gary on Fri Oct 29, 2010 11:40 pm

More pictures added.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby kkirspel on Sat Oct 30, 2010 4:19 pm

I'm having some trouble searching for these files that need editing; I found the file path to imaterialsystem.h for lowering the amount of "grain" on shadows, which is:

C:\Program Files\Steam\steamapps\SourceMods\*your_mod_name*\src\public\materialsystem

but I'm looking for the file path to Clientshadowmgr.cpp to enabling multiple shadow maps...
The VDC should really include the file paths when they tell you what file to modify. :?
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Gary on Sat Oct 30, 2010 5:55 pm

Don't you have a search function?

\src\game\client


Also, you keep your source code in the same folder as your mod?
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby kkirspel on Sat Oct 30, 2010 11:41 pm

Yeah I tried searching for the files, but it wouldn't find them. Thats Windows Vista for you I guess :|

Thank you :)
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby Gary on Sat Oct 30, 2010 11:58 pm

No problem, enjoy your improved dynamic shadowing.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby kkirspel on Mon Nov 01, 2010 5:48 am

If I did the fixes correctly for enabling multiple env_projectedtextures in a map, should the console still be screaming at me about having too many in my level?
I'm really not sure if the fixes I did are working; I saved the file after modifying it; only thing I can think of is the code needs recompiling somehow (and that comes solely from knowing how JAVA code works).
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby TiiM on Mon Nov 01, 2010 10:11 am

Hello, i tried follow the steps on the wiki, but when i not change the env_projectedtexture to light only target and some target (props), then game crashes.
Anyone can help me with this ?

Another thing what dont work for me from wiki is Fixing Cuts in projected texture
Code: Select all
ConVarRef scissor( "r_flashlightscissor" );
scissor.SetValue( "0" );

When i try to compile the code i got error with scissor.

I replacetd this with this line
Code: Select all
ConVar r_flashlightscissor(   "r_flashlightscissor", "0", FCVAR_CHEAT  );

but i dont know if it is the right way.

If someone could help i would be thankfull.
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby dark0r on Mon Nov 01, 2010 6:42 pm

TiiM wrote:Hello, i tried follow the steps on the wiki, but when i not change the env_projectedtexture to light only target and some target (props), then game crashes.
Anyone can help me with this ?

Another thing what dont work for me from wiki is Fixing Cuts in projected texture
Code: Select all
ConVarRef scissor( "r_flashlightscissor" );
scissor.SetValue( "0" );

When i try to compile the code i got error with scissor.

I replacetd this with this line
Code: Select all
ConVar r_flashlightscissor(   "r_flashlightscissor", "0", FCVAR_CHEAT  );

but i dont know if it is the right way.

If someone could help i would be thankfull.

No that isn't the right way :D what's the exact compile error you're getting so I can aid you?
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby TiiM on Mon Nov 01, 2010 7:17 pm

Code: Select all
1>c_basehlplayer.cpp
1>.\hl2\c_basehlplayer.cpp(30) : error C2143: syntax error : missing ';' before '.'
1>.\hl2\c_basehlplayer.cpp(30) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>.\hl2\c_basehlplayer.cpp(30) : error C2371: 'scissor' : redefinition; different basic types
1>        .\hl2\c_basehlplayer.cpp(29) : see declaration of 'scissor'
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby dark0r on Mon Nov 01, 2010 7:58 pm

TiiM wrote:
Code: Select all
1>c_basehlplayer.cpp
1>.\hl2\c_basehlplayer.cpp(30) : error C2143: syntax error : missing ';' before '.'
1>.\hl2\c_basehlplayer.cpp(30) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>.\hl2\c_basehlplayer.cpp(30) : error C2371: 'scissor' : redefinition; different basic types
1>        .\hl2\c_basehlplayer.cpp(29) : see declaration of 'scissor'

Hmmm have you
Code: Select all
#include "convar.h"
at the top of the file?
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby TiiM on Mon Nov 01, 2010 8:53 pm

Still the same error
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby dark0r on Mon Nov 01, 2010 9:04 pm

TiiM wrote:Still the same error

Well then if there is no ConVarRef in your compile then that must mean you're compiling against Source 2006 libraries (Episode 1) instead of Source 2007 (Episode 2). What engine does your mod run on?
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Re: Fixing env_pojectedtextue(Grain Fixed,Res is now changea

Postby kkirspel on Tue Nov 02, 2010 2:13 am

How exactly are we compiling the code?
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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