JeanPaul Posted October 8, 2006 Report Posted October 8, 2006 I dare you to compile this for Source Quote
Grinwhrl Posted October 8, 2006 Report Posted October 8, 2006 Hey Adam, hows it going, great work man. Quote
Belgarion Posted October 9, 2006 Report Posted October 9, 2006 I dare you to compile this for Source wouldn't the lighting be crap though? since it's basically going to be one big model, it'll be taking lighting from either origin or vertex-based. i suppose you could light it in max and bake it into the textures. Quote
spine Posted October 9, 2006 Report Posted October 9, 2006 Nice work. For some reason it looks smaller than it realy is, looking at the door puts things in perspective though. Quote
AdamBrome Posted October 9, 2006 Author Report Posted October 9, 2006 I dare you to compile this for Source wouldn't the lighting be crap though? since it's basically going to be one big model, it'll be taking lighting from either origin or vertex-based. i suppose you could light it in max and bake it into the textures. Thanks for the comments so far. Quote
Defrag Posted October 9, 2006 Report Posted October 9, 2006 I'm fairly sure that Episode 1 added localised vertex lighting (i.e. fairly accurate per-vertex lighting) as opposed to taking a light sample from the prop's origin and lighting vertices using that one lighting point. There's very little information on the technical specifics unfortunately. The best explanation I found was from one of the DoD:S forum posts by a Valve guy. I've not seen anything similar to lightmaps for props. It'd be a nice thing to have for when the need arises Quote
SnipaMasta Posted October 9, 2006 Report Posted October 9, 2006 Another thing would be shadows. There'd be no character/object shadows. They should really work that into the Source engine (as in, static props accepting shadows). Quote
Belgarion Posted October 9, 2006 Report Posted October 9, 2006 lol wonderful work anyway Adam, even if this thread is starting to turn into a source engine discussion. if you can stand the transition, you should try working in hammer instead and making a full-blown map. you would obviously be able to make your own textures/props, and that would be a very good thing. Quote
AdamBrome Posted October 9, 2006 Author Report Posted October 9, 2006 SnipaMasta: Static props have the ability to do this now, dynamic props do not. So you'll get it on objects that aren't moving, but characters and other physic props are out. Belgarion: I work with the Source engine professionally, I'd rather not do my stuff at home for the engine. I'm sure you can understand Quote
Dodger Posted October 9, 2006 Report Posted October 9, 2006 Yo Hello, Adam! Welcome to Mapcore and enjoy your long stay. Tell us more about you please. Quote
Defrag Posted October 10, 2006 Report Posted October 10, 2006 Defrag: As I mentioned, they added lightmaps for static props to Epi1. This gives the illusion of self-shadowing. It's very sexy. There's a -command that you have to run when cooking with vrad. I don't know it off hand, sorry. If you could dig it out, I'd appreciate it. Is there a way to apply it to only specific props or is it a map-wide change? Quote
AdamBrome Posted October 10, 2006 Author Report Posted October 10, 2006 It's enabled through vrad, so I'd imagine its map wide. Quote
Defrag Posted October 10, 2006 Report Posted October 10, 2006 This is all I can find, gonna try the first two to see what they do: -StaticPropLighting : generate backed static prop vertex lighting -StaticPropPolys : Perform shadow tests of static props at polygon precision -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option) -StaticPropNormals : when lighting static props, just show their normal vector Quote
Defrag Posted October 10, 2006 Report Posted October 10, 2006 First one didn't do anything. The second one appears to cast more precise lightmapped shadows from props onto world geometry only; prop lighting itself is unaffected. Quote
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