[Tutorial] CS:GO Global Dynamic Shadows in Source Filmmaker
9 replies, posted
Hello everyone! Firstly, I want to apologize for my bad English. This is first tutorial I'm writing in this language. I wanna tell you how to make a Global Dynamic Shadows on the map. I think all of you have seen or played CS:GO, some of you even tried to port CS:GO Maps to SFM, but Global Dynamic Shadows didn't work. So this is not a problem anymore. Just follow the steps below, and you will make it.
1) Watch this tutorial first:
[video=youtube;L5QV5kU01a0]http://www.youtube.com/watch?v=L5QV5kU01a0[/video]
P.S. I'm not the author of the tutorial, but I want to say to author a BIG THANK YOU, this is realy awesome.
2) This tutorial shows how to make dynamic shadow on the NIGHT map. When you try to make it on the day map, you'll see that the shadows are really light and hardly visible.
[img_thumb]http://i.imgur.com/90gsc0Q.jpg[/img_thumb] [img_thumb]http://i.imgur.com/nMgaVgR.jpg[/img_thumb] [img_thumb]http://i.imgur.com/x51GZUz.jpg[/img_thumb]
3) Decompile the map using BSPSource. Then open decompiled map in Hammer Editor, press Edit->Find Entities and find "light_enviroment". Make all the colors in it Black (20 20 20 20). Then compile the map. Or you can try to use ENTspy to find and edit "light_enviroment" without decompiling the map. You must get something like this:
[img_thumb]http://i.imgur.com/zemtAIi.jpg[/img_thumb]
4) Watch the tutorial from the "Step 1" again and if you do everything right, you'll get something like this.
[img_thumb]http://i.imgur.com/dTfx1VH.jpg[/img_thumb] [img_thumb]http://i.imgur.com/HYYRMeV.jpg[/img_thumb]
Much better but there is still some problems with the shadows from small object, yeah?
5) Open Steam, Rick Click on Source Filmmaker, Properties->StartUp Options or something like that (my steam interface is Russian so I don't know how it's named in English interface). Write there -sfm_shadowmapres 8192 (or 4096 or 2048). Then your shadows will look like this:
[img_thumb]http://i.imgur.com/ivGYqH1.jpg[/img_thumb] [img_thumb]http://i.imgur.com/aDWdOmN.jpg[/img_thumb] [img_thumb]http://i.imgur.com/wJbttZl.jpg[/img_thumb]
Thats all. Good luck.
I thought this was known for a while now, however the main downside is the decreased accuracy in the shadows the farther you get from the light AFAIK.
[QUOTE=nomad1;39672969]I thought this was known for a while now, however the main downside is the decreased accuracy in the shadows the farther you get from the light AFAIK.[/QUOTE]
Yes, but not everyone know what to do with it on a day map, beacause not everyone know Hammer Editor.
That isn't even remotely similar to how CS:GO does shadows :x
[QUOTE=2Baxes;39670773]
3) Decompile the map using Hammer Editor
[/QUOTE]
You've made such a good tutorial, but... You can't decompile the map by using the Hammer Editor. Also, not all decompilers can properly decompile a map. And you can't decompile a map if author [URL="http://i.imgur.com/k1BP2dQ.jpg"]protects it[/URL]. So it's kinda impossible to use this tutorial in practice on other maps, which was made by other people.
[QUOTE=MaxOfS2D;39677366]That isn't even remotely similar to how CS:GO does shadows :x[/QUOTE]
Agree. I wanted to rename this thread, but it doesn't work... I don't know why I wrote CS:GO=)
[editline]22nd February 2013[/editline]
[QUOTE=hl2rulez;39677452]You've made such a good tutorial, but... You can't decompile the map by using the Hammer Editor. Also, not all decompilers can properly decompile a map. And you can't decompile a map if author [URL="http://i.imgur.com/k1BP2dQ.jpg"]protects it[/URL]. So it's kinda impossible to use this tutorial in practice on other maps, which was made by other people.[/QUOTE]
Oh really. Thanks. Fixed. If the map protected by author you can try ENTSpy. But I've never meet protected maps. Anyway I don't understand why some people protect theire maps...
[QUOTE=2Baxes;39678170]I don't understand why some people protect theire maps...[/QUOTE]
One reason is to prevent people from rehashing the map. Another is to simply protect ones work on the map. Asking the author for the original file for X reason is a better alternative.
I have a slightly different method of doing this that allows for more accuracy in the shadows with a lower shadowmap resolution, but requires more DOF samples to render out. Use a ridiculously large radius (500 - 2000) to have the light span a larger area than it would actually cover.
Bit ridiculous, yes, but not if you have a monster of a computer to render with.
[QUOTE=2Baxes;39678170]
Oh really. Thanks. Fixed. If the map protected by author you can try ENTSpy. But I've never meet protected maps. Anyway I don't understand why some people protect theire maps...[/QUOTE]
ENTSpy can't change lightmap data, so changing light_env's properties won't do anything unless you recompile.
[QUOTE=kukiric;39719214]ENTSpy can't change lightmap data, so changing light_env's properties won't do anything unless you recompile.[/QUOTE]
I've nerer tried ENTSpy. I heared somewhere that it is possible to change day to night using it. Anyway, I've never meet the map wich was protected, so I think 98% of all maps can be recompiled and edited in hammer.
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