Very good! Does this tie in to your vision of Half-Life 3?
The Half-life story indeed is a
very confusing topic. Even I, at some points, seem to have trouble understanding it.
https://www.youtube.com/watch?v=wyUY8Xa9ERU
But I do not have one idea of Hl3, I have lots. Lately I've just been looking to Half-life like music
Good artists:
Steve Roach - Topic
Ryuichi Sakamoto
Electronic Pulse - Night Typical Luxury Atmospheric Sounds
The Caretaker
Robert Rich
William Basinski
Zero-G
Calm Space Ambient - Synth Background White Noise for Mystic Mind Voyage / Asleep in the Sand - topic
Erik Wollo
Massimo Catalano
Alva Noto
Sci Fi Sound Effects - The Premier Collection
Part of the artist ^ Fat Fluttering Pulse Unsettled Anxious Pensive Determined Action Ambient Sound Effects Sound.
This one is cool
https://www.youtube.com/watch?v=QXt6QqBrECs
Trying to find copyright free stuff at the moment
r_flashlightdephtres 1000000
r_projectedtexturefilter 0
poster 4
and dont use any of the post processing except for super dof
I have no clue what that means,
I'm using Life mod from steam workshop
Okay, so r_projectedtexture_filter 0 means when you use lamps for a scene, the lamp's shadows won't have that grainy texture around them.
Then, r_flashlightdepthres is how accurate you want your lamp's shadows to be, I believe 102400 - 153600 is the limit.
And then poster_4 takes a screenshot of your game and multiplies its size by whatever digit you put in, in this case, 4.
If you're using soft lamps than you want to use poster_soft 4 to render soft shadows.
It will also make them pixelated and aliased as all fuck, so the smarter thing to do is to set it somewhere between 0.25 and 0.1 instead of flat zero.
soft lamps prevent that.
Are you using tools lamp in Garry's Mod
soft lamps
Soft Lamps, you can download them on the forum or on the workshop, but if you use the workshop version I think you're getting an outdated version.
Also what I've already said about Half-life 3 is of little detail, there's alot more to be said.
trust me they don't
Or at least hide it.
yeah nah
It depends what kind of aliasing we're talking about, there's eventual image pixel aliasing (which soft lamps do not prevent), and shadow map aliasing: soft lamps don't directly prevent shadow map aliasing (that is a shadow map of a single projected texture) but do end up (visually) blending several shadow maps together, which does infact prevent shadow aliasing, so using r_projectedtexturefilter set to 0 is safe as long as enough neighboring projected textures are cast from the same close enough position (high resolution, high radius)
That's what I was trying to say, except I'm retarded.
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