How exciting!  I would love to tinker with those tools.  Thanks for that image, 
I had no idea there was any public info on it.

-Kohan



> From: [email protected]
> Date: Sun, 12 Jul 2009 22:09:14 -0700
> To: [email protected]
> Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> 
> Well I wager they need to release it. I know it exists:
> http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> 
> It was in the TF2 beta I think, there's youtube videos of people claiming to
> use it.
> 
> A steampost by Eram (Steam forums Moderator) claims that "...The tools will
> be released after the final meet the team video."
> 
> However, this doesn't take Valve time into it's account... And I like my own
> ways.
> 
> I'm looking into both the light_dynamic entity (Looks pretty broken) and the
> EP2 scene.
> 
> On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets <[email protected]> wrote:
> 
> >
> > Episode 2 does have self-shadowing, so it's definitely possible.
> >  Nevertheless, I'm just about positive that none of the Meet the Team videos
> > were done using the conventional Source engine.  I wager that they have
> > their own special utility for making such high-quality videos.
> >
> > -Kohan
> >
> >
> >
> > > From: [email protected]
> > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > To: [email protected]
> > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > >
> > > I've noticed that none of the models in the Source engine self shadow.
> > (As
> > > in cast a shadow on themselves,  caused by themselves)
> > >
> > > A good example of this would be from Meet the Spy:
> > >
> > https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > >
> > > As you can see the soldiers arms are shadowing on him, so is his shotgun.
> > > Even his collar casts a shadow (And it doesn't suck).
> > >
> > > Is there anyway we can do something like this? Preferably without any new
> > > code or shaders (Eg. So it will work in TF2)
> > >
> > > I don't want them for anything realtime or player models running around,
> > so
> > > preformance isn't an issue.
> > >
> > > Thanks!
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> > >
> >
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