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

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KingJones Dec 3 2011 says:


+13 votes     reply to comment
unI3ind Dec 3 2011 says:

Zaebczom! Ohuenchik.

+7 votes     reply to comment
Rogal_Dorn Apr 21 2012 replied:

LOL. Kak vy tovarish viraezaetes. Stidno zemliak.

+1 vote     reply to comment
Soldier11 Dec 3 2011 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 Dec 3 2011 says:

YAY! an update!

+5 votes     reply to comment
Domo01 Dec 3 2011 says:

The Source engine is kick ***

+6 votes     reply to comment
Dr.Goupyl Online
Dr.Goupyl Dec 3 2011 replied:

And it will do it always and forever !

+3 votes     reply to comment
freredarme Dec 3 2011 says:

Oh.. very nice !

+5 votes     reply to comment
cW#Ravenblood Dec 3 2011 says:

Youre a fcking beast!

+2 votes     reply to comment
Prone Dec 3 2011 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 Dec 3 2011 says:

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

+4 votes     reply to comment
MaxG3D Dec 3 2011 says:

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

+4 votes     reply to comment
KaiMan32 Dec 3 2011 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
unI3ind Dec 3 2011 says: +3 votes     reply to comment
Alex2the3gr8 Dec 3 2011 says:

The source engine is complete for me!

+2 votes     reply to comment
Beez-one Dec 3 2011 says:

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

+2 votes     reply to comment
PeacefulPatriot Dec 3 2011 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 Dec 3 2011 says:

Very good work here.

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

Yay, that was great :D

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

OMG voted already damn it
Music name plz ?! xd

+2 votes     reply to comment
xalener Dec 3 2011 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 replied:

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

+1 vote   reply to comment
xalener Dec 3 2011 replied:


+1 vote     reply to comment
Rezental Dec 3 2011 says:

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

+1 vote     reply to comment
Ph0X Dec 3 2011 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 Dec 4 2011 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_ Dec 3 2011 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 Dec 3 2011 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
ken9764 Dec 3 2011 says:


+1 vote     reply to comment
Sn1kerz Dec 4 2011 says:

Vashe rebyata!

+1 vote     reply to comment
Rukus_ Dec 4 2011 says:


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

oh my god.. so cool

+1 vote     reply to comment
Ark11 Dec 4 2011 says:

Your Australian accent makes me happy.

+1 vote     reply to comment
jkruse05 Dec 5 2011 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 Dec 5 2011 says:


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

Need a youtube version!

+1 vote     reply to comment
S_ource Jan 9 2012 says:

Very nice.

+1 vote     reply to comment
Point. Aug 20 2012 says:

source forever

+1 vote     reply to comment
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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
Dec 3rd, 2011
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