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Please excuse the storyline, we are currently working on trying to redo everything. This page will self destruct soon...
One little tweak and this happened :3
Interesting.
Cool!
you learned how to edit lightmaps?
They're dynamic shadows, so they cast onto models automatically.
No, VALVe left a peice of code in baseviwmodel_shared.h, which askes if viewmodels should have shadows from env_projected textures. It's set to false originaly, but i set it to true.
Cool, man! Thanks for sharing. I was wondering how to do this.
Simple things go a long way, but make sure there isn't any huge reason why they didn't and perhaps make an option to turn things like that off on lower end machines. I'm sure it impacts performance.
No they turned it off due to the fact that only one env_projectedtexture can cast shadows. I enabled it so that it casts more than one.
i have used env_projected texture before but it allways affects my flashlight? do you know how to get around this?
find bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools in clientshadowmgr.cpp and replace it with m_nMaxDepthTextureShadows = 10
harrisonbrtn, force r_flashlight_scissor 1 in your mod code or your map to stop it from making flashlight RT the first one it finds. There's a whole list of fixes for the code here: Developer.valvesoftware.com
And Gamerman12, the reason they disabled it is because the fact that render textures are expensive as hell. That is why they turned of use for multiple dynamic shadows, and in turn disabled them casting on view models. :p
cool
Nice.
Cool!
I think its cooler!
Interesting shadows. How do you find this out? Do you just search the code hours a day for things that can make the mod better?
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