Search it up on youtube. There's still a res file called "BoxRocket" which was Valve's internal name for it in L4D. (\Resource)
I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it wrong or what. Will continue to tinker with it. However, using dynamic_light, I can get this: http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png Which looks pretty good. However if you get too close to the light source you see it lighting per-vertex (Triangle face?) and becomes really jagged. Probably a setting. Also anyone know what mat_softwarelighting 1 does? It makes the model not be lit by my dynamic light, and makes other lights only effect it to some extent. On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets <[email protected]> wrote: > > 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! > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _________________________________________________________________ > > > Windows Live™: Keep your life in sync. > > > > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009 > > > _______________________________________________ > > > 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 > > > > _________________________________________________________________ > Lauren found her dream laptop. Find the PC that’s right for you. > http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 > _______________________________________________ > 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

