New Counter-Strike: Global Offensive Pics Released

Comment on the news articles here.

Re: New Counter-Strike: Global Offensive Pics Released

Postby Syphon on Tue Mar 06, 2012 1:09 pm

But I don't have the time to play Counter Strike again!
Syphon
Regular
Regular
 
Joined: Tue Dec 09, 2008 12:53 pm
Location: the Netherlands

Re: New Counter-Strike: Global Offensive Pics Released

Postby srredfire on Tue Mar 06, 2012 1:13 pm

stoopdapoop wrote:Cross platform play removed.


Pretty sure everyone saw that coming.


I'd love to see this just for the sake of laughs.
srredfire
Veteran
Veteran
 
Joined: Sat Jul 22, 2006 10:44 pm

Re: New Counter-Strike: Global Offensive Pics Released

Postby cra0kalo on Tue Mar 06, 2012 11:32 pm

Can't wait for this map in the beta :P
Cra0kalo
CG Artist/3D Animator
http://cra0kalo.com

Lead of Operation Reaper
http://projectreaper.com

Lead of the "Dark Alley" Project
http://alleyproject.net
User avatar
cra0kalo
Regular
Regular
 
Joined: Thu Apr 28, 2011 2:35 am

Re: New Counter-Strike: Global Offensive Pics Released

Postby srredfire on Wed Mar 07, 2012 5:40 am

Image

TEC9 BABY CHOOCHOO
srredfire
Veteran
Veteran
 
Joined: Sat Jul 22, 2006 10:44 pm

Re: New Counter-Strike: Global Offensive Pics Released

Postby trcc on Wed Mar 07, 2012 6:43 am

Gary wrote:I expected the global shadow mapping for EP3, but not CS:Go. Awesome.


Could you explain what global shadow mapping is? Is it gonna help vertex lit models?
trcc
Pheropod
Pheropod
 
Joined: Fri Aug 14, 2009 6:54 pm
Location: Montréal, Canada

Re: New Counter-Strike: Global Offensive Pics Released

Postby Dives on Wed Mar 07, 2012 6:52 am

Its this kind of lighting, but coming from the sun. It projects onto models and brushes.
User avatar
Dives
May Contain Skills
May Contain Skills
 
Joined: Sat Feb 28, 2009 9:54 pm
Location: Moorpark, CA

Re: New Counter-Strike: Global Offensive Pics Released

Postby Gary on Wed Mar 07, 2012 12:45 pm

trcc wrote:
Gary wrote:I expected the global shadow mapping for EP3, but not CS:Go. Awesome.


Could you explain what global shadow mapping is? Is it gonna help vertex lit models?


By global shadow mapping, for lack of a better term, is basically a projectedtexture, but as a sun. (There is a lot more to it, but that's basically all most people need to know). You will likely control it with an entity named env_global_light, env_sunlight_shadowcontrol, or something.

Speaking of vertex lit models, this is only when models are lit by static, lightmapped lights. When ever models are being lit by a env_projectedtexture/flashlight/CS:GO Sunlight, models will be lit per-pixel. And will cast dynamic shadows with almost anything as receivers and casters, as well as self-shadowing. For example, we now got trees casting shadows onto everything under them such as the player.


You now can make maps out of models and look good(if these models are lit by the sun).
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)

User avatar
Gary
Interlopers Staff
Interlopers Staff
 
Joined: Wed Dec 16, 2009 12:40 am
Location: USA, FL

Re: New Counter-Strike: Global Offensive Pics Released

Postby Sathor on Wed Mar 07, 2012 1:32 pm

Is there any hint there will not only be global shadowmapping, but also for any light?

Looks really good ... :)
User avatar
Sathor
Senior Member
Senior Member
 
Joined: Sat Jan 20, 2007 10:31 pm
Location: Germany

Re: New Counter-Strike: Global Offensive Pics Released

Postby Gary on Wed Mar 07, 2012 1:39 pm

I highly doubt that. It would use way too much bandwidth and power to have so many shadow mapped lights. The omni ones would be extremely expensive.

Honestly, they should just improve their local shadowing methods to HaloReach or UE3 standards. And use a mix of RTT and shadow mapped.
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)

User avatar
Gary
Interlopers Staff
Interlopers Staff
 
Joined: Wed Dec 16, 2009 12:40 am
Location: USA, FL

Re: New Counter-Strike: Global Offensive Pics Released

Postby Dabu on Wed Mar 07, 2012 4:30 pm

On the video sometimes there are both global shadow mapping and env_projectedtexture at once. So I guess they optimized something, because before officialy (without code changes) you could have only one dynamic shadows caster.
Image
User avatar
Dabu
Dumpling
Dumpling
 
Joined: Sun Feb 08, 2009 9:01 pm

Re: New Counter-Strike: Global Offensive Pics Released

Postby Gary on Wed Mar 07, 2012 5:43 pm

They probably just made the system overall more efficient. As it was pretty crappy until recently.

They might also give an option for the amount.
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)

User avatar
Gary
Interlopers Staff
Interlopers Staff
 
Joined: Wed Dec 16, 2009 12:40 am
Location: USA, FL

Re: New Counter-Strike: Global Offensive Pics Released

Postby zombie@computer on Wed Mar 07, 2012 6:26 pm

Gary wrote:I highly doubt that. It would use way too much bandwidth and power to have so many shadow mapped lights. The omni ones would be extremely expensive.

Honestly, they should just improve their local shadowing methods to HaloReach or UE3 standards. And use a mix of RTT and shadow mapped.

Bandwidth? They are probably just shaders. You know, like doom3 had 25 years ago. :lol:
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands

Re: New Counter-Strike: Global Offensive Pics Released

Postby Text_Fish on Wed Mar 07, 2012 8:18 pm

The shadows look really cool and I'm heartened to see that they're still improving Source. The map itself looks a bit rubbish to me though -- infact, it looks rubbish for the same reason that de_port and cs_compound (Valve's other attempts at CS mapping) were rubbish, in that they've stuck one big focus point in the middle of a large open area. It's lazy (perhaps nonexistent) level design, especially in a game like CS which relies so heavily on the mapper to conduct the gameplay. I'm guessing this is why they haven't bothered to design any new maps for the classic modes.
Mappers Top Tip #548
Lighting: The arrangement, hue and intensity of one or multiple light sources.
Lightning: A dazzling discharge of electric sparks in the atmosphere, often preceding thunder.
User avatar
Text_Fish
Been Here A While
Been Here A While
 
Joined: Tue Jul 21, 2009 8:41 am
Location: Bristol, UK

Re: New Counter-Strike: Global Offensive Pics Released

Postby joe_rogers_11155 on Wed Mar 07, 2012 8:47 pm

Something tells me they have a few great maps up their sleeves. Remember, this is all beta.
"Day breaks, but decay soon follows." - Ava Winona
Currently developing in radio silence... 99 Bolts
Here's another project of mine... Assault on Overwatch
Are you new to Source SDK? VDC
joe_rogers_11155
Veteran
Veteran
 
Joined: Wed Oct 08, 2008 11:11 pm
Location: United States

Re: New Counter-Strike: Global Offensive Pics Released

Postby zombie@computer on Wed Mar 07, 2012 9:31 pm

Text_Fish wrote:The shadows look really cool and I'm heartened to see that they're still improving Source. The map itself looks a bit rubbish to me though -- infact, it looks rubbish for the same reason that de_port and cs_compound (Valve's other attempts at CS mapping) were rubbish, in that they've stuck one big focus point in the middle of a large open area. It's lazy (perhaps nonexistent) level design, especially in a game like CS which relies so heavily on the mapper to conduct the gameplay. I'm guessing this is why they haven't bothered to design any new maps for the classic modes.
I never realised why i hated de_port and cs_compound in cs:s. But now i know. The other maps are pretty fun, but these two are pretty plain and boring. You really opened my eyes

note: this post is not meant to be sarcastic. I really didnt realise why until this post.
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands
PreviousNext

Return to Site News

Who is online

Users browsing this forum: No registered users