It sure looks like there are ripples on the "water".
The thing about phong shading, as I understand it, is that it's inherently a different lighting model than what Source uses for anything else. Like, there's flat shading, which assigns a light level to every poly; vertex shading, which assigns a light level to every corner and blends between them; and phong shading, which is something totally different and presents its own set of problems. You know how sometimes two connected pipes will just shift abruptly from light to dark? Imagine that same issue on the level of a room's entire floor. So what you'd need to do is offer an extra layer in the shader that adds phong reflections in additive mode (think setting a layer to "Screen" in Photoshop) the same way $envmap adds cubemap ones now. Stiffy360 proved that the closest thing we currently have looks just fine, but it requires having two separate objects that sample their lighting in fundamentally different ways.If we bother Valve enough they might just implement it at some point. It's already present on models, it shouldn't be that hard to get it working on standard world brushes, right?
RIGHT?
Phong is a real-time intinterpolation of a surface's normal and a light vector (which direction the light is pointing). These two combined create a specular reflection. That being said this is why only the cascadded sun ent works for phong right now. it's a realtime light shadowmap that has readable realtime vectors. Apparently these vectors are exposed to models as well, it would be nice to see point and spotlights effecting brush surfaces, but I doubt it.
I had to take it a step farther
Sadly that's a Source limitation. I tried many times to get the 3D skybox to reflect to no avail. It basically has to do with the fact that the 3D skybox isn't actually there, but instead is magnified from another place on the map.It uses a water shader, because water can reflect all if you have that setting enabled for tf2. Sadly it seems to screw up the 3d skybox so I'm trying to fix that
Is the comparison in the first image or is there a second image I'm not seeing? Because I don't see it (the comparison).
a messy comparison of how much I've cut ramjams size down. Damn the original is huge.
edit: also, its pretty neat to see how well the map kept its proportions even when I made the layout almost completely out of memory.
Is the comparison in the first image or is there a second image I'm not seeing? Because I don't see it (the comparison).
Is the comparison in the first image or is there a second image I'm not seeing? Because I don't see it (the comparison).
Yep, the inner part with the glow around it is basicly the new playable space (missing the spawns tho) compared to the original, which is the background.I'm pretty sure it's the inner area with the white glow around it. Took me a minute to see it.
Dusting off an old map of mine:
It was going to be an excuse to use the new sphinx I made, but I couldn't fit in it. Ended up making a new, smaller one for the point:
Man I remember playing that on Star_'s server years ago. Are the sphinx and textures the only changes?
Boy that is a lot smaller. And indeed maybe for the better. The few times I played the map in TF2center lobbies I always felt 2 things about the map. 1: it's not very good looking, and 2: boy is it big for KOTH.Yep, the inner part with the glow around it is basicly the new playable space (missing the spawns tho) compared to the original, which is the background.
I was thinking of detailing it 2fort style this time, with unique architechture styles on for both sides.Boy that is a lot smaller....
I liked the Gorge-style, it just wasn't done very good, and the lighting didn't help with that either.I was thinking of detailing it 2fort style this time, with unique architechture styles on for both sides.
It wasn't that it wouldn't reflect the 3d skybox, but it completely breaks it. For some reason it makes the skybox appear black, but if you look at it at certain angles it looks fine