WiP in WiP, post your screenshots!

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
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Behold, the dev skin!
unknown.png
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
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Actually those sharp shadows are a result of CSM (cascade shadow mapping) - not lightmaps. CSM doesnt contribute to the compile time much if at all so its not that.
Is that something that CSGO has that TF2 doesn't? I've never heard of it.
 
Jul 22, 2016
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Jumpin on the war paint train, too!
had lots of fun making swirly patterns in the alpha for an added touch:
dHLoNBy.png

Hopin to release to the Workshop sometime tomorrow!
 

Freyja

aa
Jul 31, 2009
2,995
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That's... what??? Surely you mean it's nonexistent in TF2, unless I missed a memo at some point.
The shadows in csgo are just a projected texture that is automatically added by compile to match the angles and colours of your environment light. The entity exists in tf2 and if it worked you would be able to reproduce the same effect by placing it manually. Or at least something similar.

This is why in csgo evv projected texture doesn't work since there is a limit of 1 turned on at a time.
 

Flipy

I like foxes
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Jul 20, 2016
170
1,019
upload_2017-10-26_1-58-47.png

Crappy stitch together of a war paint ive been messing around with.
Originally wanted to do a fox theme (wonder why) but this just became a more general 'fur and paw prints'
 
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Prosciutto

i'm working on an minecraft mod. heres an screenshot of an new biome called: the tallforest

Ha15OuC.png


(yes the name is really generic i know)
 

hutty

aa
Mar 30, 2014
542
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same effect by placing it manually.
I'm not an expert but I think cs:go's shadow system is more in-depth than that.

Shadows in cs:go degrade in quality and fade seamlessly into the lightmaps as they get further away from the player. And this works at any point in the map at any angle independent of other players as well as updating the texture it projects to accommodate moving objects.

The projected texture entity alone is basically the HL2 flashlight, and placing it manually to cover the entire map would not get the same effect (or performance) you do in cs:go.


On a side note, anyone know how TF2's shadows work internally?
 

FGD5

aa
Jul 18, 2016
116
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More Cowerhouse!
Hammer screenshots since its not ready for a compile, just got to finish off the main geometry, add back in entities, and make blue variants of the manor props, hopefully before the 31st!

powerhouseevent1.png
powerhouseevent2.png
powerhouseevent3.png
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
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I'm not an expert but I think cs:go's shadow system is more in-depth than that.

Shadows in cs:go degrade in quality and fade seamlessly into the lightmaps as they get further away from the player. And this works at any point in the map at any angle independent of other players as well as updating the texture it projects to accommodate moving objects.

The projected texture entity alone is basically the HL2 flashlight, and placing it manually to cover the entire map would not get the same effect (or performance) you do in cs:go.
This, as was pointed out to me a few months ago, is correct. A simple projected light on top of the existing lightmaps would just make the lit areas outside even brighter, unless the compiler were programmed to not commit the first bounce (which is probably closer to how most other engines do it, at least the ones that still have deferred lighting at all). Also there'd need to be a tweak to the code to make it project isometrically (is that the word I'm looking for?) rather than like a cone.
 

hutty

aa
Mar 30, 2014
542
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Well I was just refering to the projected texture entity, although someone did post shots of dustbowl running on cs:go and imho it looked amazing. The downside of cs:go's shadow system is its doesn't play nicely with older GPUs. On my laptop TF2 runs better than cs:go because of this. (45fps vs 10fps). (this was DX9 with HDR before the gun-mettle update, havn't tried it recently.)
 

Idolon

they/them
aa
Feb 7, 2008
2,108
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Sharp shadows could probably work in TF2 if the assets and maps weren't already all built around the current lighting model. Sharp shadows create visual noise that may unbalance any carefully composed scene that wasn't built to accommodate that noise in the first place.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Sharp shadows could probably work in TF2 if the assets and maps weren't already all built around the current lighting model. Sharp shadows create visual noise that may unbalance any carefully composed scene that wasn't built to accommodate that noise in the first place.
Well, yeah. But shadows can look nice and soft and fuzzy without looking like big ugly squares because of lightmaps, right?
 
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Prosciutto

working on my minecraft mod. currently got 4 new ores, cobalt, tungsten, mythril and titanium. i'm working on addind more ores like nikolite and uranium and tons more. i'm also working on some new mobs. heres an new spore/mushroomy creeper (totally not based of some mushroomy enemies from terraria or anything)

TEj3s6I.png
 

Idolon

they/them
aa
Feb 7, 2008
2,108
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Well, yeah. But shadows can look nice and soft and fuzzy without looking like big ugly squares because of lightmaps, right?

Could you rephrase the question? I'm not sure that I follow.