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de_static *RC VERSION DL* - updated 16/02

  • JamesL
  • April 8, 2006 at 9:24 PM
  • hessi
    • May 30, 2006 at 7:30 PM
    • #41

    why using alphatesting as long as your material is directly mapped over a fully non translucent material? there wouldnt be any z fights...

    creating blurry shapes? use gaussian blur or make your textures simply lowres.

    here is a tutorial on this "faking shadows" thing. maybe check out my maps de_corse and de_mediterrano (which has a crappy performance as i know today).

    http://www.thomashess.net/exchange/tuto ... hadows.pdf

  • General Vivi
    • May 30, 2006 at 8:15 PM
    • #42

    there goes another tutorial to add

  • Grinwhrl
    • May 30, 2006 at 8:26 PM
    • #43

    Looking great James L, I hope to see it with dynamic Shadows. Thanks for the Tutorial Hessi.

  • seppe
    • May 30, 2006 at 8:53 PM
    • #44

    you can make the shadows less dark in your 'light_env' only forgot how

  • KoKo5oVaR
    • May 30, 2006 at 9:05 PM
    • #45

    woooooawww for the frist screen

  • hessi
    • May 30, 2006 at 9:24 PM
    • #46
    Quote from Dark

    Looking great James L, I hope to see it with dynamic Shadows. Thanks for the Tutorial Hessi.

    fuck no! please no prop_dynamics. read my tutorial again. their shadows will suck your performance like hell. use overlays instead! dynamic shadows are rerendered every frame even if the model has no animation playing (well actaully there is an idle animation, but it's "useless")

    edit

    when i talk of rerender:

    first source renderes a texture how the shadow looks like. then it renders it in your camera.

    overlays are no ingame rendered textures. they are "painted" and just need to be rendered in the final frame. there is no extra texture rendering/baking or what you might call it.

  • alexroyce
    • May 30, 2006 at 11:22 PM
    • #47

    Replace the tree shadows with the Militia tree-shadow overlays and turn down the lightmapscale to get crisper shadows. Might want to increase the ambient lighting to get rid of such harsh shadows, aswell.

    Looks awesome so far.

  • nico
    • May 31, 2006 at 8:07 AM
    • #48

    looks incredible! =D keep it up!

  • Schmung
    • May 31, 2006 at 2:01 PM
    • #49

    That is lovely. Really good atmosphere. Good luck getting those shadows sorted.

  • FrieChamp
    • May 31, 2006 at 3:39 PM
    • #50

    That is looking quite nice, I vote spotlight!

  • Crackerjack
    • May 31, 2006 at 6:30 PM
    • #51

    Looking very nice indeed. Just fix the shadows, they look really harsh and i think you will be golden

  • Defrag
    • May 31, 2006 at 10:23 PM
    • #52

    There's a few screenshots that made me lean forwards, peer at the screen and go "holy shit". Ace.

  • Spinlock
    • June 1, 2006 at 12:17 AM
    • #53

    Very nice.

  • ReNo
    • June 1, 2006 at 12:36 AM
    • #54

    Definately spotlight - awesome job.

  • JamesL
    • June 1, 2006 at 12:21 PM
    • #55

    Cheers guys and thanks Hessi, the tutorial was very helpful.

    I turned off shadows on the trees and made some overlays to fake them. They are not quite perfect yet, and there is a little of what looks like z-fighting where my displacements hit world brushes, but it's certainly an improvement.

    [Blocked Image: http://www.code303.com/files/images/static/statictreeshadows.jpg]

  • skdr
    • June 1, 2006 at 12:30 PM
    • #56

    Looks good mate Make the tree shadows more blurred.

  • JAL
    • June 1, 2006 at 12:48 PM
    • #57

    The shadows look MUCH better now.

    I vote the map for spotlight

  • Polaris
    • June 1, 2006 at 1:29 PM
    • #58
    Quote from JAL

    I vote the map for spotlight

  • Mazy
    • June 1, 2006 at 1:44 PM
    • #59

    Really good stuff, but those new shadows look a bit too precise/sharp, would be alot better with some blurriness in the shadow I think~

  • Thrik
    • June 1, 2006 at 5:54 PM
    • #60

    Yeah, problem is that you've got fairly blurry shadows everywhere, and then suddenly these ultra sharp tree shadows. Looks quirky.

    Hot map, though.

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