• NEW SDK UPDATE MONDAY! (modders get in here)
    321 replies, posted
I think they updated light_spots to cast dynamic shadows. I will have a look later currently I'm not on my comp. They did add the l4d entities or atleast a few of them.
Looks like there are omni-directional lights, but i really only see more then one at a time. Then again i'm not paying attention while killing aliens, Lights still go through doors D:<
[QUOTE=Lordgeorge16;23479868]A few of my friends are saying that you get a hat in Team Fortress 2 if you get Alien Swarm. Is this true?[/QUOTE] Complete two coop missions and the hat is yours. It's an achievement.
Wait ... Actbusy ? What is that ?
Well that's that. I can barely play this game with like 3 fps. I hate this pc.
Pretty awesome game. Played through a campaign with a friend. Now to try the SDK..
The SDK really got a big update, it can now show you real-time lighting (though really buggy) and tilegen mapping is pretty fun even though that's not in hammer.
[QUOTE=TheNoiseExplosion;23481770]The SDK really got a big update, it can now show you real-time lighting (though really buggy) and tilegen mapping is pretty fun even though that's not in hammer.[/QUOTE] The lighting preview has been in hammer for many years.
Its OUT!!
Have a late, buddy.
Wait... It says purchase game after I install and the takes me back to the game homepage where I click install. Its an infinite fail loop!!! I just closed everything and reopened steam to find the update news. That somehow fixed things.
I had to exit Source SDK if that's your issue. Not sure why it does that.
Ok so looks like only models have dynamicish lighting. Brushes aren't dynamic (at least a func_movinglinear) Essentally its like live Rad compiling for props but not brushes.
If it was live RAD compiling, it would lag. It already pre-compiles it, but that part is dynamic.
[QUOTE=Firegod522;23480516]I think they updated light_spots to cast dynamic shadows. [...][/QUOTE] Sadly, no. All they did is use a slightly improved env_projectedtexture. It looks as if it can cast better shadows, but there can only be one light rendered at once. I will know more once I can download the game.
I downloaded it. I tested it. [editline]07:11PM[/editline] Though don't mind makin me eat my words I haven't done a full benchmark on it yet.
Is it me? Or is the original SDK not working?
[img_thumb]http://img833.imageshack.us/img833/9889/examplemap10000.jpg[/img_thumb] [img_thumb]http://img830.imageshack.us/img830/7585/examplemap10001.jpg[/img_thumb] [img_thumb]http://img835.imageshack.us/img835/1167/examplemap10002.jpg[/img_thumb] [img_thumb]http://img833.imageshack.us/img833/4793/examplemap10003.jpg[/img_thumb] [img_thumb]http://img836.imageshack.us/img836/1297/examplemap10004.jpg[/img_thumb] Nothing but lights and light_spots. [editline]07:47PM[/editline] Valve did a good job faking it.
do i need to refresh my sdk content and game configurations? btw game is pretty fun, im getting a new laptop this saturday so i will probably run it better, but for the most part this laptop which is 4 years old can run it decently
hah, that was quick, Firegod.. looks like a good effect.
[QUOTE=nomad1;23483548]do i need to refresh my sdk content and game configurations? btw game is pretty fun, im getting a new laptop this saturday so i will probably run it better, but for the most part this laptop which is 4 years old can run it decently[/QUOTE] No its a seperate SDK
Aaaaand the dynamic light is basically just an env_projectedtexture.
The fully dynamic is. The screenshots I posted were light and light_spot entities.
[QUOTE=Firegod522;23483374] *images* Valve did a good job faking it.[/QUOTE] Pretty sure L4D(1 or 2) had the same feature. It allows for the RTT shadows' orientation to be changed relative to the nearest light source. I really dislike it, but it's better then static ones(unless changed with a shadow control entity)... Shadow-mapped lighting is far better, it allows for: self shadowing, shadows to be casted on other objects and multiple shadows. Though, Valve for some reason likes to use it only occasionally, when it has the capability to be used for almost every light source.
Has anyone succesfully been able to create a Alien swarm map without the tile gen? If so can they send me an example bsp or help me along. Im having some troubles.
Seems that there are some new features on the hammer.
Oh so lights now rotate shadows based on the players position? that owns, i was trying to code that in for months :argh:
I cheated and used env_projectedtexture :v:
Ah, i may try the alienswarmSDK but i dont see why it could of not been intergrated to the sourcesdk... Oh well, atleast so far its fun to play.
I tested the [url=http://developer.valvesoftware.com/wiki/Swarm_TileGen]TileGen[/url] and it seems to be great for creating the basic layout. [img]http://dl.dropbox.com/u/99834/tilegen.png[/img]
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