With the impending collapse of the Citadel, two members of the Resistance are tasked with evacuating any citizens remaining. Little do they know that their mission sees them gaining critical information that puts the early fate of White Forest in their hands.

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Real Time Global Lighting
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PeacefulPatriot
PeacefulPatriot Dec 6 2011 says:

Why aren't some objects still casting shadows? Looking at the two cars there.

+1 vote     reply to comment
MrtwovideoCards Author
MrtwovideoCards Dec 6 2011 replied:

We're not entirely sure. We can only assume the reason why they don't is because they don't have normal maps, which is a pretty annoying buy on 2007. Objects that have no normal maps (with the exception of brushes) tend to not self shadow with the actual real time shadow, and sometimes not cast one. Valve never imagined using the system this way, so it figures they wouldn't have noticed it.

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Rukus_
Rukus_ Dec 7 2011 replied:

So I'm guessing that means those cars are placeholders?

+1 vote     reply to comment
PeacefulPatriot
PeacefulPatriot Dec 7 2011 replied:

I do hope that means that you're looking to fix that.

+1 vote     reply to comment
Raphiell
Raphiell Dec 6 2011 says:

also the bars off to the left are missing textures

0 votes     reply to comment
Callinstead09
Callinstead09 Dec 6 2011 replied:

I'm sure they are aware of the majorly obvious problems, No offence. Don't worry, They'll get it right! XD

+4 votes     reply to comment
PeacefulPatriot
PeacefulPatriot Dec 7 2011 replied:

Aren't they replacing those terrible default debris piles? That would probably be why they're incomplete.

+1 vote     reply to comment
MrtwovideoCards Author
MrtwovideoCards Dec 10 2011 replied:

Yeah we have some old *** models made with propper like a year ago, simple stuff. We've mostly turned that stuff into actual models done in a 3d modeling package, so the old content has been deleted, but this is an older map without the objects removed compiled in.

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Yup, that's right. Real time. In Source.

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Dec 5th, 2011
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