The cave walls are self-shadowed by using this technique, which can be only
applied to world geometry:
http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf

2009/7/13 Kohan Venets <[email protected]>

>
> 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!
> > > > > > _______________________________________________
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> > > > > >
> > > > >
> > > > > _________________________________________________________________
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> > > > >
> > >
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