By the sound of it, that CVar would make it so that your processor does the 
lighting instead of your video card (which would be hardware lighting).  Since 
CPUs are a bazillion times less powerful than GPUs, the result has lower 
quality.

I recall from developer commentary that the cave walls in Episode 2 were also 
self-shadowed to exaggerate the effect of the player's flashlight.

-Kohan



> From: [email protected]
> Date: Mon, 13 Jul 2009 09:27:47 -0700
> To: [email protected]
> Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> 
> 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
> 

_________________________________________________________________
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

Reply via email to