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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.
Epic
Zaebczom! Ohuenchik.
LOL. Kak vy tovarish viraezaetes. Stidno zemliak.
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.
YAY! an update!
The Source engine is kick ***
And it will do it always and forever !
Oh.. very nice !
Youre a fcking beast!
Damn I hope I can get the parts for my new computer before this is released. This is awesome!
Well done, its high time someone upgraded valves lighting system!
OMG! I love You man! That's exacly what source engine needs to look fresh.
Wow, never seen anything done like this in a Source mod. Can't wait to see how this turns out in Ivan's Secrets.
S3.noelshack.com
The source engine is complete for me!
I hope you're doing some VO in your own mod.
Because you sound cool mate! :)
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?
Very good work here.
Yay, that was great :D
Would you be able to get rid of the default source shadow under everything?
That's the only thing that spoils this.
OMG voted already damn it
Music name plz ?! xd
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.
The shadow colour is whatever you compiled the map with (standard light env)
ah
Yeah! We have to say big "Thank you" to our Sam ^_^.
Kudos to you, it's quite impressive.
Also, crazy people, why would you vote for it, solely because of this feature.
BECAUSE BETTER
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?
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.
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!
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.
it sucks, it's only vector based and appears through brushes
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 :/
Yeah :(. Alien Swarm does not support custom shaders at all, what a shame.
epic
Vashe rebyata!
I WANT THESE TOOLS DAMMIT
oh my god.. so cool
Your Australian accent makes me happy.
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.
nnniice
Need a youtube version!
Very nice.