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ZAPHOD/MACMAN: Lighting in de_prodigy, reveal your secrats!?

  • DD
  • December 18, 2004 at 4:32 AM
  • ShaDoW
    • January 6, 2005 at 11:59 AM
    • #41

    Dynamic shadows would be possible and is supported by the Source engine, but you would have to do this in the form of your own modification. Valve didn't implement this feature in Half-Life 2, as it wasn't really required.

  • kleinluka
    • January 6, 2005 at 1:50 PM
    • #42

    actually no because the shadows for bsp objects are pre-compiled, but maybe zaphod can shed some more light on this

  • tuemmykids
    • January 10, 2005 at 9:43 PM
    • #43

    I remember seeing dynamic shadows on the caracters in Bloodlines, so it's gotta be possible for props to cast dynamic shadows.

  • Schmung
    • January 10, 2005 at 10:01 PM
    • #44

    Isn't it it done a per light basis rather than a per object one?

  • DD
    • January 10, 2005 at 10:03 PM
    • #45
    Quote from kleinluka

    actually no because the shadows for bsp objects are pre-compiled, but maybe zaphod can shed some more light on this

    That's because those are static objects. You can add dynamic lights, that turn off and on, which in turn makes BSP lighting dynamic.

    Also moving NPCs cast shadows, dynamic stencil shadows from one lighting point.

    So actually yes, not as neat as doom 3, but still dynamic.

  • zaphod
    • January 10, 2005 at 10:11 PM
    • #46

    the only dynamic shadows you can get are from physics and dynamic props and are stencil shadows. There are no dynamic shadows cast from bsp geometry.

  • DaanO
    • January 11, 2005 at 4:04 PM
    • #47

    DD:

    "To create a floating dust mote effect, make a func_dustmotes brush entity. The space in the entity will be filled with small floating dust motes. Very effective where you are simulating sunlight shining in a window for example."

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