It is currently Sat May 18, 2024 2:39 pm
Fake Factory site wrote:Dynamic Shadows Note:
The dynamic shadows were achieved with the placement of env_projectedtexture entities. Env_projectedtexture entities are omni-directional lightsources without falloff. This entity type is very costly and must be used sparingly and only in the most appropriate areas, where the normal static shadow would break the principle of optics too obviously.
For performance reasons I chose a limit of 3 simultaneous active env_projectedtextures in the players view cone. To avoid some of the numerous bugs with env_projectedtextures (like flickering overlays, light-bleeding through walls or just crashes) I had to place several lightsources different in the maps.
Env_projectedtexture entities are totally unsuitable as a replacement for parallel illumination such as sunlight. For a more accurate sun shadow I used area-triggered shadow_controllers with different angles in addition to the projected textures.
All these together is not the perfect solution, but much better than the old static lighting.
Attention: You must enable HDR, when using the dynamic shadow enhanced maps. (Looks very weird and unnatural in LDR)
Env_projectedtexture entities are omni-directional lightsources
Hollow wrote:There is too many .cpp files that refer to each that I'm not sure which one i would change to create the desired effect.
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