-- [ Picked text/plain from multipart/alternative ] oh groovus.. that does look totally dish. I reckon it's to be used sparingly though.. Can someone from Valve comment on the rendering cost of using these dynamic shadowing techniques? I imagine it must be pretty expensive because it was only used in the flashlight for EP2 and not any other light sources.
----- Original Message ----- From: "Christopher Harris" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Sunday, November 11, 2007 5:42 PM Subject: Re: [hlcoders] Self Shadowing on models > Yes, use the flashlight to do it. > > http://www.hl2world.com/bbs/look-mah-no-flashlight-now-with-map-on-page-3-vt48554.html > ----- Original Message ----- > From: "Minh" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Sunday, November 11, 2007 8:14 PM > Subject: [hlcoders] Self Shadowing on models > > >> -- >> [ Picked text/plain from multipart/alternative ] >> I'm not sure if i noticed it or not while playing through EP2 but does >> the new EP2 engine support self-shadowing on models? >> I just played Call of Duty 4 and was impressed with the self shadowing >> done >> on the prop models and player models. >> >> It'd be great if we could have self shadowing for our prop models >> (especially static prop models) and character models. >> >> -- >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

