Oh Valve. :P

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
L4D2 sucks in expert, but at least I got to see this:

c1m3_mall0000.jpg


:D
 
Sep 12, 2008
1,272
1,141
If you look good, you can see dev textures in tf2 maps too. And in the L4D maps as well. Nothing to worry about, since you technically can't see them ingame as a normal player.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It's probably there to reflect bounce light onto nearby surfaces. That is sort of the purpose of them.
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
It's probably there to reflect bounce light onto nearby surfaces. That is sort of the purpose of them.

It does no such thing:

dev/reflectivity_50.vmt said:
"LightmappedGeneric"
{
// Original shader: BaseTimesLightmap
"$basetexture" "Dev/reflectivity_50"
"$surfaceprop" "concrete"
}
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
No, no, no. Every VTF has a header which determines light bounce and the colour influence of the bounce.

For example if you were to bounce a light off a dark material very little light would be bounced and reflected back into the surrounding area. However, if you bounced the same light of a much lighter material then more light would be reflected back into the environment making it seem brighter.

Imagine having 2 rooms with a window separating them and a light in each room pointing down from the ceiling. You can't see the floor in the next room but you wouldn't nodraw it if you wanted the room to be lit up the same as the one you are currently standing in.

I'm not saying that the example isn't just a mistake though. Can't really tell from that angle. :p
 
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