• Counter Strike : Global Offensive Beta
    9,650 replies, posted
so does the de in de_mapname stand for defusal or demolition? I've always wondered.
[QUOTE=FullStreak12;35127935]so does the de in de_mapname stand for defusal or demolition? I've always wondered.[/QUOTE] defusal
defulitional
Anybody else having stability issues? I can't go more than a single round without crashing.
[QUOTE=glitchvid;35126490]Vrad would self-shadow static props if it was given $staticpropolys[/QUOTE] Well yea, but they're static props, it's still static lighting...from what I'm assuming, the new lighting dynamically casts shadows on all objects (in sunlight) including dynamic objects such as barrels.
all this game needs now is SSAO and BBAO (is that what it's called) and it will be a proper 2012 game.
HBAO would be nice.
[QUOTE=Gabe Newell;35129400]all this game needs now is SSAO and BBAO (is that what it's called) and it will be a proper 2012 game.[/QUOTE] Isn't ambient occlusion in dota 2? It'd be nice in CS:GO
[QUOTE=Milkyway M16;35129383]Well yea, but they're static props, it's still static lighting...from what I'm assuming, the new lighting dynamically casts shadows on all objects (in sunlight) including dynamic objects such as barrels.[/QUOTE] The dynamic lighting in CS:GO is just basic CSM with orthogonal projection, simple "Dynamic" shadows; this does not bounce, nor does it have color bleeding or any other features a true Ray-Tracing system has. (Realtime radiosity can be faked using simple traced rays and a few shaders, but its not done often.) Games like BF3 uses similar methods to calculate radiosity, BF3 runs a lighting pass during level compile that creates similar things to VALVe's VIS lights, it also generates a world overlay texture (similar to the way a lightmap is wrapped around a level) that has pre-computed Radiosity samples.) The 2 methods (Static and "Dynamic") work best together unless you want to do a ton of hacky work with ray-trace faking (Its good looking though, look at the BioHazard's mod) [url]http://www.youtube.com/watch?v=O8730SR1POk[/url] All we need is Legend286 to come in and school us on "dynamic" lighting, calling him now.
I don't think they would do ambient occlusion, just because they want CS:GO to be playable on as many computers as possible.
[QUOTE=A big fat ass;35130221]I don't think they would do ambient occlusion, just because they want CS:GO to be playable on as many computers as possible.[/QUOTE] Didn't we solve that problem with PCs since like ... Quake ? Settings.
Source already has baked AO in the lightmaps and on the diffuse maps of most models. There's no real need for SSAO unless Valve decides to drop their current system for a lower quality fully dynamic lighting solution.
Just make the AO world only then, I don't know. AO gives a nice result in some areas and from what I remember, it's not something that consumes hardware so much, if it does, just make it as an option.
It's in Dota 2, so why not?
I wonder how exactly they're doing it, though You know levels have LDR and HDR lightmaps If the lighting from the skybox suddenly becomes dynamic, how do they manage that? Do they store a third version of the lightmaps with only the ambient term of light_environment? [IMG]http://i.somethingawful.com/forumsystem/emoticons/emot-psyduck.gif[/IMG]
[QUOTE=MaxOfS2D;35131222]I wonder how exactly they're doing it, though You know levels have LDR and HDR lightmaps If the lighting from the skybox suddenly becomes dynamic, how do they manage that? Do they store a third version of the lightmaps with only the ambient term of light_environment? [IMG]http://i.somethingawful.com/forumsystem/emoticons/emot-psyduck.gif[/IMG][/QUOTE] My guess is that it's something like how the guys in C17:Episode 1 do it, where the ambient texture of the light_environment is set to whatever colour your shadows are wanted to be, whilst the light is pointed 90 degrees upwards, so that everything that isn't being covered with the dynamic lighting are being matched with the ambient texture.
Don't mind me, just waiting for a beta key........
[QUOTE=Damian0358;35132649]Don't mind me, just waiting for a beta key........[/QUOTE] don't worry we definitely won't
[QUOTE=Damian0358;35132649]Don't mind me, just waiting for a beta key........[/QUOTE] Who are you
All these talk about ambient occlusion, cant you just go into your card's control panel and turn it on for that game? I have been doing that with half life 2 and left 4 dead
[QUOTE=A big fat ass;35130221]I don't think they would do ambient occlusion, just because they want CS:GO to be playable on as many computers as possible.[/QUOTE] That's why my laptop that runs CS:S at max frame rate on highest settings got 15-30 fps in CS:GO on lowest settings.
[QUOTE=Xhidelex;35133149]All these talk about ambient occlusion, cant you just go into your card's control panel and turn it on for that game? I have been doing that with half life 2 and left 4 dead[/QUOTE] It will never look as good as if it was done by the engine it's self.
I'm trying to get the FXAA injector to work in CS:GO. I'm following all the instructions as they're stated on the site, but nothing happens. Am I missing something?
I someone managed to get into an Arsenal Demotion match on de_dust2, which was odd. But I didn't like it as much as de_Lake, because the sort of pacing didn't work on a bigger map like dust.
[QUOTE=glitchvid;35130108]The dynamic lighting in CS:GO is just basic CSM with orthogonal projection, simple "Dynamic" shadows; this does not bounce, nor does it have color bleeding or any other features a true Ray-Tracing system has. (Realtime radiosity can be faked using simple traced rays and a few shaders, but its not done often.) Games like BF3 uses similar methods to calculate radiosity, BF3 runs a lighting pass during level compile that creates similar things to VALVe's VIS lights, it also generates a world overlay texture (similar to the way a lightmap is wrapped around a level) that has pre-computed Radiosity samples.) The 2 methods (Static and "Dynamic") work best together unless you want to do a ton of hacky work with ray-trace faking (Its good looking though, look at the BioHazard's mod) [url]http://www.youtube.com/watch?v=O8730SR1POk[/url] All we need is Legend286 to come in and school us on "dynamic" lighting, calling him now.[/QUOTE] Your post is pretty spot on except that BF3's radiosity lightmaps are created on runtime (the objects have to be uv'd by the artists though for it to work) and are updated at 30 fps regardless of game framerate (unless it's lower than 30, obviously.) The ambient samples are to light dynamic meshes, as the middleware they're using for radiosity (Enlighten) can't function on non-static meshes. So instead, these samples are generated and used in almost the same way as Valve's. Biohazard's method isn't hacky either, it's just a method of instant radiosity without the use of grids. It also works for all lights, not just the sun unlike Crytek's system. [QUOTE=Raijin;35133493]I'm trying to get the FXAA injector to work in CS:GO. I'm following all the instructions as they're stated on the site, but nothing happens. Am I missing something?[/QUOTE] FXAA is included with CS:GO anyway, so why do you need to use a potentially bannable injector?
[QUOTE=Lizzrd;35132905]Who are you[/QUOTE] A nobody.
[QUOTE=sa2fan;35112558]Just a thing I would like to know, who does almost, if not all servers in 1.6 fake? It keeps redirecting you to fake servers or something.[/QUOTE] Get this program [url]http://www.hlsw.org/[/url] It's a bit of a hassle that you have to make an account but it's completely free and great for finding real servers.
[QUOTE=Damian0358;35132649]Don't mind me, just waiting for a beta key........[/QUOTE] You don't even own any counter-strikes from what I can see...
[QUOTE=Legend286;35133567]FXAA is included with CS:GO anyway, so why do you need to use a potentially bannable injector?[/QUOTE] The FXAA injector doesn't add FXAA to a game that doesn't have it, it exploits it. You can add color filters, sharpen filters, etc. I honestly don't like how desaturated the game looks and want to give it a bit more color to see if it looks better.
[QUOTE=Damian0358;35133656]A nobody.[/QUOTE] And what do you want?!
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