New Counter-Strike: Global Offensive Pics Released

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Re: New Counter-Strike: Global Offensive Pics Released

Postby zero_two on Sat Mar 10, 2012 12:04 pm

Was anyone else planning on mentioning the changes to layout in dust? That bridge will make a considerable difference to play one would think...both dust maps look amazing now though.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Deh0lise on Sat Mar 10, 2012 12:56 pm

¿How does this shadows update affect the *.bsp size, or does it affect it at all?

zero_two @ I think it was mentioned in a previous post. Imo, it'll be great, a playable map (not a rat trap as before), though I don't have a beta to test it : (
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Text_Fish on Sat Mar 10, 2012 1:00 pm

Does the fancy new lighting system mean that you could compile outdoor areas with size 32 lightmaps and still have sexy shadows, in theory? In the video above it almost looks as if the palm trees have new shadows AND lightmapped shadows.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby srredfire on Sat Mar 10, 2012 2:35 pm

From what I could tell, it's as if the light_environment is a projected texture light of some sort. There may be a new entity, or perhaps some new options or flags for it.

As you could see in the video, the inside areas of the map are all still baked lighting like normal, but anything that's in the sunlight outside is given those real time shadowing effects. It does seem though that yes, at the same time there is normal light baking, so you could have 32 lightmap scale and still have nice shadows in theory with those enabled.


Also de_lake is kinda meh.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Hollow on Sat Mar 10, 2012 4:36 pm

Bit of an image spam here, but they are indeed beautiful shadows.

Image
Image
Image
Image
Image
Image
Image
Image

As far as my knowledge goes of how they've done the shadowing, believe they have compiled the map normally with the light_environment (if you noclip and zoom out far enough you see the normal baked shadows) and within a specific radius to the player it applies the dynamic lighting which works orthographically. As spencer said, indoor lighting is still the normal old baked shadowing unfortunately. But let's hope they give us the ability to use more than one dynamic light this time round (unhopeful).
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Re: New Counter-Strike: Global Offensive Pics Released

Postby TheDanishMaster on Sat Mar 10, 2012 5:14 pm

That is indeed very sexy... For Source
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Kosire on Sat Mar 10, 2012 5:29 pm

] cl_csm_status
cl_csm_enabled: 1
Render targets allocated: 1
Depth texture resolution: 2048
SupportsCascadedShadowMapping: 1
SupportsShadowDepthTextures: 1
CSMQuality: 0
env_cascade_light entity exists: 1
Shadow direction: 0.470105 0.438380 -0.766044

Can't find any commands to make the depthres higher say 4096.
And is CSMQuality = 0 the best or does it look better if there was a command to set it to like 3.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Hollow on Sat Mar 10, 2012 6:08 pm

CSMQuality isn't definable in the console command window unfortunately.
But my pre-conceptions of this env_cascade_light entity were more or less correct.

Now i hope these two can be definable:
SupportsCascadedShadowMapping: 1
SupportsShadowDepthTextures: 1

Meaning we could use it for indoor lighting.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Gary on Sat Mar 10, 2012 6:18 pm

Do an ent_dump and ent_info on the env_cascade_light. You can also control it's inputs by using ent_fire env_cascade_light addoutput "targetname new_name".


Also, this shouldn't affect lightmapping. So the two can be used together.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby joe_rogers_11155 on Sat Mar 10, 2012 6:46 pm

so the CSM fades in as the player gets closer, huh? too bad they cant make the lightmapped shadows fade out as the player gets closer. maybe they can do something like that for props like trees if the trees are not prop_static...?
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Hollow on Sat Mar 10, 2012 7:19 pm

] ent_dump env_cascade_light
classname: env_cascade_light
friction: 1.00

] ent_info env_cascade_light
output: OnUser1
output: OnUser2
output: OnUser3
output: OnUser4
input: LightColor
input: SetAngles
input: Enable
input: Disable
input: TeamNum
input: SetTeam
input: fademindist
input: fademaxdist
input: Kill
input: KillHierarchy
input: Use
input: Alpha
input: AlternativeSorting
input: Color
input: SetParent
input: SetParentAttachment
input: SetParentAttachmentMaintainOffset
input: ClearParent
input: SetLocalOrigin
input: SetLocalAngles
input: SetDamageFilter
input: EnableDamageForces
input: DisableDamageForces
input: DispatchResponse
input: AddContext
input: RemoveContext
input: ClearContext
input: DisableShadow
input: EnableShadow
input: DisableDraw
input: EnableDraw
input: DisableReceivingFlashlight
input: EnableReceivingFlashlight
input: DisableDrawInFastReflection
input: EnableDrawInFastReflection
input: AddOutput
input: FireUser1
input: FireUser2
input: FireUser3
input: FireUser4
input: RunScriptFile
input: RunScriptCode
input: CallScriptFunction
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Re: New Counter-Strike: Global Offensive Pics Released

Postby zombie@computer on Sat Mar 10, 2012 7:26 pm

srredfire wrote:Recorded this for anyone who doesn't have access.


thanks for hte video

imho some of the shadows are unrealisticly sharp now :lol: (like the palmtree shadows)
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Re: New Counter-Strike: Global Offensive Pics Released

Postby source-maps on Sat Mar 10, 2012 7:41 pm

shadows look kinda ace.. but I still get this flat brush feeling when I look at the maps
I don't know if I have these 'glasses' on or if it's really like that
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Hollow on Sat Mar 10, 2012 7:45 pm

source-maps wrote:shadows look kinda ace.. but I still get this flat brush feeling when I look at the maps
I don't know if I have these 'glasses' on or if it's really like that


I think it's because Valve don't like using very defined normal maps on their textures so it all looks pretty flat.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Dives on Sat Mar 10, 2012 7:46 pm

Whats the point of the vignetting at the top of the screen? Wouldn't that reduced your ability to see enemies who are at a higher elevation? I hope that can be disabled.
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