Omni-Directional Env_ProjectedTexture

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Re: Omni-Directional Env_ProjectedTexture

Postby Armageddon on Wed Nov 03, 2010 3:15 am

Gary wrote:Source barely handles one, think about it, it's only used as a flashlight and sometimes in Gman scenes. Halo2 used them quite a lot and Doom 3 used fully dynamic lighting. Source is just behind.

Doom 3 had very sharp and defined shadows and Halo 2 had slightly worse shadows then Source does by default(and Halo2 ran on the old xbox).

Actually, doom 3 used stencil dynamic lighting which is UGLY and there is just no changing or fading the edges of stencil shadows.

EDIT: Ninja'd
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Re: Omni-Directional Env_ProjectedTexture

Postby MrTwoVideoCards on Wed Nov 03, 2010 3:45 am

Gary wrote:Halo 2 did use uniformed shadow mapping much like Source does, Doom 3 did use a completely different method(shadow volumes/stencil shadows). Stencil shadows worked fine in that game because there wasn't much detailed geometry.

The Halo engine also uses awesome RTT shadows, if you look, it has self shadowing, shadows cast on other models and they are properly oriented according to their light source, but cheaper then shadow mapping.


Though, it is true the shadow mapping system in Source is not that great, we can still improve it to the point that you can use nice looking dynamic lighting in moderately detailed scenes.


Also, I think the point of saying which games had dynamic lighting was to point out how outdated Source is.


I wouldn't be saying theres not much else you can do, unless I hadn't of spent as much time as I had with it. Through the year toying with it, and through more apparent instances with Alien Swarm, I KNOW you're not going to be able to fit more than 2 per scene, in a moderately detailed area. Moreover the "moderately detailed" part is more or less based as well as to what you find detailed enough.

I'm not telling to stop working on it or anything, or say that it's impossible. I just feel the Orangebox engine isn't going to allow you to do too much with it when you want to "seriously" use them. So far you've been throwing in extremely cheap rendering situations. I don't know why this is bothering me as much as it is, I just keep getting the feeling you're still in the dark about this one. One day you'll be like me. Mad as fuck at this system.
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Re: Omni-Directional Env_ProjectedTexture

Postby Firegod522 on Sun Nov 07, 2010 2:24 pm

Has anyone tried making this thing work with quadratic lighting? Its easily modified in c_env_projectedtexture.cpp but it gives this weird effect when you get close it makes the lighting brighter, and when you get further it makes it darker. Its somewhat of what I am trying to do but I need it to fade over the distance and stay like that. Linear causes too much fall off and isn't exactly how I want it.

Image
Image

I need a mixture of this, that wont fade when I get near the edge. I haven't a clue how to do this.
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