Evert Posted October 13, 2004 Report Posted October 13, 2004 On another thing, lightning in CSS seems very strange on objects, they cast shadows based on non existant light sources. It just looks strange, why is that happening?
zaphod Posted October 13, 2004 Report Posted October 13, 2004 it's just the way the code for the dynamic shadows work.
JynxDaddy Posted October 13, 2004 Report Posted October 13, 2004 Shadows go thru walls too, and some shadows seem too dark, but no where near the horribleness of doom3s shadows.
Dranore Posted October 13, 2004 Author Report Posted October 13, 2004 is half life 2 going to look like cs source? cause i mean....source is cool looking...but it doesnt look nextgen status Single player maps should push the limits a bit more it terms of "looking next gen"... there's enough footage out there for you to make that call yourself. I'll be damn pleased to have the upgrade to HL. -Dranore
Sa74n Posted October 13, 2004 Report Posted October 13, 2004 On another thing, lightning in CSS seems very strange on objects, they cast shadows based on non existant light sources. It just looks strange, why is that happening? the lightsource IS existant.. as it seems, the lightsource for model shadowing is the sun. looks a bit strange but it'd be even uglier without shadows.
Pericolos0 Posted October 13, 2004 Report Posted October 13, 2004 it seems like the cs:source flashlight projects a texture, on both model and brushwork. Can this be done in a map? like in unrealed? would be kickass cos you can simulate all kinds of cool lighting with it.
zaphod Posted October 13, 2004 Report Posted October 13, 2004 no, this is coded in specifically for the flashlight, AFAIK.
Sa74n Posted October 13, 2004 Report Posted October 13, 2004 doesnt even look like a projected texture
Pericolos0 Posted October 13, 2004 Report Posted October 13, 2004 heh yeah you dont really see that in the pic, but when you move around or look at it from different angles you see it better. Also the fact that its nicely projected on that table, which would otherwise be vertexlit, proves its a texture
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