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New York City makes a great setting, especially for zombies. Why not a campaign for L4D set in various places in Manhattan?

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Media RSS Feed Report media WTC in Source engine - read desc (view original)
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DeadPhaker
DeadPhaker Mar 27 2011, 10:23am says:

cool...

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DIFTOW
DIFTOW Mar 27 2011, 10:30am says:

I still have to figure out how I'm going to get NPCs to cast shadows on the MDL.

Man, how come no one hasn't just coded a shader or something that makes MDLs cast shadows on themselves and other MDLs?

I think if I'm not mistaken, the flashlight in Orange Box, actually does this. So it may already be possible. Anyone?

+1 vote     reply to comment
Shirk
Shirk Mar 27 2011, 4:17pm replied:

The flashlight uses a projected texture, its not a shadow that gets projected onto models, its a texture. Also a shader cannot allow shadows to be place on other models as far as Im aware

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DIFTOW
DIFTOW Mar 28 2011, 1:40am replied:

Developer.valvesoftware.com

The flashlight's effect works nice though for players/NPCs, which is all I'd need it for if I did use it. But it would have to be disabled on the lightmapped MDLs, so that they don't cast any projections.. only the NPCs/Players would cast a 'projection'.

Right now I'm trying to figure out how to have 2 UV channels setup for MDLs. Cause the diffuse and lightmap are using the same UVs, they are tied together until I get a 2nd UV channel working in Source. That won't work if I want to tile a texture. UVs are optimized for baking, not tiling.
Thread- Moddb.com

Also need to get familiar with this "skin" option for props.
Their are 2 models in this scene, repeated. The only thing that is going to change between them, is their lightmap. If this skin option in properties allows me to change the texturing, I'll be able to avoid having to export the same mesh several times to achieve the same result.

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Description

Last time when I was originally making the WTC in Source out of brushes, I ran into brush limitations, and I didn't want to reduce the 3D detail just because brushes suck. I would have gone with MDL, but MDL had terrible lighting to start with.

Well, I ended up baking lighting using mental ray, so that I can use MDL. So far it is performing quite well with the MDL.

The columns lightmaps at the moment are instances. Individual lightmaps per mesh will be done later. I've had to readjust alot of the model to fit onto the Source engine grid in Hammer.

If this continues to work, L4D campaign will be back.

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Mar 27th, 2011
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DIFTOW
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