• How to map for CSGO Beta in just 5 tedious step
    73 replies, posted
i love that the cascade shadows also have radiosity [t]http://i.imgur.com/POqiU.jpg[/t]
[QUOTE=LATTEH;35849373]i love that the cascade shadows also have radiosity [t]http://i.imgur.com/POqiU.jpg[/t][/QUOTE] But they don't really, it's just vrad bounced light.
[QUOTE=Legend286;35850952]But they don't really, it's just vrad bounced light.[/QUOTE] ya i assumed that i just didn't know that the bounced light would show up in the shadows which is cool.. i guess
[QUOTE=LATTEH;35851134]ya i assumed that i just didn't know that the bounced light would show up in the shadows which is cool.. i guess[/QUOTE] The game would look horrendous without any bounced light / lightmapping, if only because of how short the range of the CSM is.
[QUOTE=Stiffy360;35848429]Could Work, I'll try it.[/QUOTE] any luck?
Why is the SDK screwed up? I can't use "shaded textures" render mode for 3D and I can't see blend textures... (the blend part)
[QUOTE=LATTEH;35849373]i love that the cascade shadows also have radiosity [t]http://i.imgur.com/POqiU.jpg[/t][/QUOTE] the programmers were pretty clever on this one — CSM shadows still use the color information that's stored in the lightmaps
Does CS:GO use the projected texture optimizations portal 2 uses?
[QUOTE=MaxOfS2D;35852883]the programmers were pretty clever on this one — CSM shadows still use the color information that's stored in the lightmaps[/QUOTE] It's actually not that difficult, you just take into account the lightmaps when calculating shadows. Seen as shadows are calculated per object instead of in a deferred manner, it's really easy to do this. If they didn't do this then I guess the CSM would look shitty and have an ugly as fuck transition between it and the lightmaps - if that transition would even be possible without blending like it does already. [editline]6th May 2012[/editline] [QUOTE=Stiffy360;35853270]Does CS:GO use the projected texture optimizations portal 2 uses?[/QUOTE] Well it uses the same hardware bilinear filtering & 5x5 pcf filtering. But seen as these are proper cascaded shadowmaps, and not hacky projected texture shit there's not really anything it needs from the projected texture optimisations - CSM renders only what is in the view frusta for each cascade, which includes things that the player can't even see. Though you can cache those objects I guess, and then update them only while you can see them in view. It would just look weird because if you didn't have a way to manually un-flag cached objects, shadows from constantly moving objects would be static when you aren't looking at them.
[QUOTE=Legend286;35854148] Well it uses the same hardware bilinear filtering & 5x5 pcf filtering. But seen as these are proper cascaded shadowmaps, and not hacky projected texture shit there's not really anything it needs from the projected texture optimisations - CSM renders only what is in the view frusta for each cascade, which includes things that the player can't even see. Though you can cache those objects I guess, and then update them only while you can see them in view. It would just look weird because if you didn't have a way to manually un-flag cached objects, shadows from constantly moving objects would be static when you aren't looking at them.[/QUOTE] I just wanted to know, because what if someone made an indoor map, and wanted it to have dynamic lighting, but couldn't use CSM. Env_projected_texture would be the way to go if there is optimizations from portal 2 added to it. [B]EDIT:[/B] Also, CS_office seems to use it. [IMG]http://cloud.steampowered.com/ugc/578954588093135218/6A1A1558F302030DFC64FE0B085BFFE82D4521A6/[/IMG]
[QUOTE=Stiffy360;35854833]I just wanted to know, because what if someone made an indoor map, and wanted it to have dynamic lighting, but couldn't use CSM. Env_projected_texture would be the way to go if there is optimizations from portal 2 added to it. [B]EDIT:[/B] Also, CS_office seems to use it. [IMG]http://cloud.steampowered.com/ugc/578954588093135218/6A1A1558F302030DFC64FE0B085BFFE82D4521A6/[/IMG][/QUOTE] of course CS:GO uses optimization that portal 2 uses for its projected textures. It would be stupid not to seeming as the engine updated, and it optimized the projected textures.
I don't have the beta, so I can't test this myself, but is it possible to have more than one projected texture without visual glitches now?
[QUOTE=someguyihate;35860309]I don't have the beta, so I can't test this myself, but is it possible to have more than one projected texture without visual glitches now?[/QUOTE] Don't think so.
[QUOTE=someguyihate;35860309]I don't have the beta, so I can't test this myself, but is it possible to have more than one projected texture without visual glitches now?[/QUOTE] Depends if they changed it like they did for Dota 2. You could always give it a shot. [editline]7th May 2012[/editline] [QUOTE=Stiffy360;35854833]I just wanted to know, because what if someone made an indoor map, and wanted it to have dynamic lighting, but couldn't use CSM. Env_projected_texture would be the way to go if there is optimizations from portal 2 added to it. [B]EDIT:[/B] Also, CS_office seems to use it. [IMG]http://cloud.steampowered.com/ugc/578954588093135218/6A1A1558F302030DFC64FE0B085BFFE82D4521A6/[/IMG][/QUOTE] I thought you meant for CSM anyway, I knew they had the regular entity in some places.
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