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


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Posted

lights.rad is located in your Steam cache, dont care about that, there's bunch of textures set to emit light (mostly single color textures like white(light) etc).

Make sure your map doesnt have a leak.

Posted



cd "**YOUR STEAM DIRECTORY**\steamapps\your@email.com\sourcesdk\bin"




vbsp.exe "**YOUR STEAM DIRECTORY**\steamapps\your@email.com\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"




vvis.exe "**YOUR STEAM DIRECTORY**\steamapps\your@email.com\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"




vrad.exe -smooth 85 "**YOUR STEAM DIRECTORY**\steamapps\your@email.com\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"




pause


Fill in ** **

smooth 85 increases the smoothing group angle to 85 degrees... since the default is like... 0.000000000892731 degrees of wtf?

Odd indeed. Cheers DD.

Posted

it does not have the same dynamic shadowing that let say doom 3 would have and there is an easy way to prove that build a wall make it fun_breakable... place a "Dynamic Light" and then blow up the wall and wow the shadow from the wall is still there... but the wall is not there Hmmm I don't know... How does that happen??? explain to me the dynamicness(not really a word) of that.

Posted

I wouldn't call the lighting in HL2 dynamic. Dynamic lighting to me means lighting that changes with moving objects, like a lamp that is rolling around on the floor changes the lighting and shadows etc. And since he was asking for "dynamic shadows" - no i don't think that is possible in Source.

Posted

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.


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