A survival shooter set in Central Asia after the end of civilization.

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KingJones
KingJones Dec 3 2011, 11:21am says:

Epic

+13 votes     reply to comment
un☠ind
un☠ind Dec 3 2011, 11:21am says:

Zaebczom! Ohuenchik.

+7 votes     reply to comment
Rogal_Dorn
Rogal_Dorn Apr 21 2012, 3:57pm replied:

LOL. Kak vy tovarish viraezaetes. Stidno zemliak.

+1 vote     reply to comment
MrPackage
MrPackage Aug 22 2012, 4:49am replied:

ДА ПИЗДЕЦ

+1 vote     reply to comment
Soldier11
Soldier11 Dec 3 2011, 11:30am says:

I want this Mod to win MOTY this year. There's so much effort the developers put in it.

Source seems to be pushed to it's edge! Awesome.

+13 votes     reply to comment
Reeze17
Reeze17 Dec 3 2011, 11:49am says:

YAY! an update!

+5 votes     reply to comment
Domo01
Domo01 Dec 3 2011, 12:01pm says:

The Source engine is kick ***

+6 votes     reply to comment
Dr.Goupyl
Dr.Goupyl Dec 3 2011, 12:12pm replied:

And it will do it always and forever !

+3 votes     reply to comment
freredarme
freredarme Dec 3 2011, 12:14pm says:

Oh.. very nice !

+5 votes     reply to comment
cW#Ravenblood
cW#Ravenblood Dec 3 2011, 12:31pm says:

Youre a fcking beast!

+2 votes     reply to comment
Prone
Prone Dec 3 2011, 12:50pm says:

Damn I hope I can get the parts for my new computer before this is released. This is awesome!

+2 votes     reply to comment
awesomepossum
awesomepossum Dec 3 2011, 12:52pm says:

Well done, its high time someone upgraded valves lighting system!

+4 votes     reply to comment
MaxG3D
MaxG3D Dec 3 2011, 12:55pm says:

OMG! I love You man! That's exacly what source engine needs to look fresh.

+4 votes     reply to comment
KaiMan32
KaiMan32 Dec 3 2011, 12:57pm says:

Wow, never seen anything done like this in a Source mod. Can't wait to see how this turns out in Ivan's Secrets.

+3 votes     reply to comment
un☠ind
un☠ind Dec 3 2011, 1:04pm says: +3 votes     reply to comment
Alex2the3gr8
Alex2the3gr8 Dec 3 2011, 1:09pm says:

The source engine is complete for me!

+2 votes     reply to comment
Beez-one
Beez-one Dec 3 2011, 1:42pm says:

I hope you're doing some VO in your own mod.
Because you sound cool mate! :)

+2 votes     reply to comment
KEVLAR60442
KEVLAR60442 Dec 3 2011, 2:00pm says:

You just took my biggest longstanding complaint about the source engine, and turned it on its head. BRAVO. I LOVE THIS. Any chance of these tools going public?

+5 votes     reply to comment
CrowbarSka
CrowbarSka Dec 3 2011, 2:08pm says:

Very good work here.

+2 votes     reply to comment
Light_Kill
Light_Kill Dec 3 2011, 2:26pm says:

Yay, that was great :D

+2 votes     reply to comment
xalener
xalener Dec 3 2011, 2:58pm says:

Would you be able to get rid of the default source shadow under everything?
That's the only thing that spoils this.

+5 votes     reply to comment
Slayer_blood
Slayer_blood Dec 3 2011, 4:03pm says:

OMG voted already damn it
Music name plz ?! xd

+2 votes     reply to comment
xalener
xalener Dec 3 2011, 4:22pm says:

So can you change the actual shadow's colors, or just the light's? If you could give the shadows a blueish tint, that leap right over the uncanny valley.

+2 votes     reply to comment
JLea Author
JLea Dec 3 2011, 9:06pm replied:

The shadow colour is whatever you compiled the map with (standard light env)

+1 vote   reply to comment
xalener
xalener Dec 3 2011, 10:55pm replied:

ah

+1 vote     reply to comment
Rezental
Rezental Dec 3 2011, 4:57pm says:

Yeah! We have to say big "Thank you" to our Sam ^_^.

+1 vote     reply to comment
Ph0X
Ph0X Dec 3 2011, 6:19pm says:

There's something I never really understood, and you seem pretty good at these stuff, so I'd thought I'd ask you.

In the cascaded shadow map that decides of the quality to use, and other games that select the quality of textures depending on distance. Why do they always have this very abrupt transition? Is it not possible to make the different phases overlap a little bit and smoothly decrease the opacity of one and increase it for the other to avoid that ugly edge you get at the transition point?

+2 votes     reply to comment
MrtwovideoCards
MrtwovideoCards Dec 4 2011, 4:39pm replied:

You just have to change the PCF type, and apply a bit of blur over that. But overlapping them would create this harder edge, considering your adding one layer over another.

+1 vote     reply to comment
Rukus_
Rukus_ Dec 3 2011, 6:35pm says:

So is this PART of Ivans Secrets or is it a tool you created for Ivans Secrets? If its just a tool I'd LOVE to have it! No more compiling the map a hundred times to see my lighting!

0 votes     reply to comment
xalener
xalener Dec 3 2011, 7:03pm says:

I have to ask, what does Alien Swarm's object based Motion blur look like with your assets? Is it modifiable? I tried it in AS, but I just never got it to look good in game.

+1 vote     reply to comment
Tabtoxin Creator
Tabtoxin Dec 4 2011, 2:16pm replied:

it sucks, it's only vector based and appears through brushes

+1 vote   reply to comment
xalener
xalener Dec 6 2011, 9:22pm replied:

Yeah, thought so.

City 17 has some nice **** going on atm though, but I doubt what they're doing is compatible with the ASWM engine :/

+1 vote     reply to comment
MrtwovideoCards
MrtwovideoCards Dec 8 2011, 6:48am replied:

Yeah :(. Alien Swarm does not support custom shaders at all, what a shame.

+2 votes     reply to comment
ken9764
ken9764 Dec 3 2011, 7:06pm says:

epic

+1 vote     reply to comment
Sn1kerz
Sn1kerz Dec 4 2011, 9:10am says:

Vashe rebyata!

+1 vote     reply to comment
Rukus_
Rukus_ Dec 4 2011, 5:50pm says:

I WANT THESE TOOLS DAMMIT

+1 vote     reply to comment
6thLegion
6thLegion Dec 4 2011, 6:25pm says:

oh my god.. so cool

+1 vote     reply to comment
Ark11
Ark11 Dec 4 2011, 11:45pm says:

Your Australian accent makes me happy.

+1 vote     reply to comment
jkruse05
jkruse05 Dec 5 2011, 12:13pm says:

Well done good sirs. I recall someone attempting to get a (functionally) similar thing to work in Gmod. It worked a little bit, but caused a severe fps drop. Good to see you don't seem to have that issue.

+1 vote     reply to comment
nopushbutton
nopushbutton Dec 5 2011, 2:51pm says:

nnniice

+1 vote     reply to comment
EvilAngel
EvilAngel Dec 5 2011, 5:36pm says:

Need a youtube version!

+1 vote     reply to comment
S_ource
S_ource Jan 9 2012, 6:03pm says:

Very nice.

+1 vote     reply to comment
Point.
Point. Aug 20 2012, 6:18am says:

source forever

+1 vote     reply to comment
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Description

Sam Za Nemesis has developed a Cascaded Shadow Map technique for use in the Alien Swarm engine, this technique is used in many mainstream games, Like Crysis, Call of Duty, Assassins Creed and so on, The shadow code is mostly based with what Valve left the modders with.

I created the GUI which allows mappers to preview their lighting settings on the fly.

Mappers need only tweak their indoor lights and basic ambience.

Video Details
Type
Demonstration
Date
Dec 3rd, 2011
By
JLea
Length
02:29
Filename
shadows.wmv
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