Coding Ethan
L2: Junior Member
- Oct 12, 2014
- 93
- 109
Might be able to, but you'll have to patch it yourself to do so.can this be used on tf2? probably not, but if it is....
Might be able to, but you'll have to patch it yourself to do so.can this be used on tf2? probably not, but if it is....
Is that something that CSGO has that TF2 doesn't? I've never heard of it.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.
yes it's broken in TF2Is that something that CSGO has that TF2 doesn't? I've never heard of it.
That's... what??? Surely you mean it's nonexistent in TF2, unless I missed a memo at some point.yes it's broken in TF2
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.That's... what??? Surely you mean it's nonexistent in TF2, unless I missed a memo at some point.
I'm not an expert but I think cs:go's shadow system is more in-depth than that.same effect by placing it manually.
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.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.
Well, yeah. But shadows can look nice and soft and fuzzy without looking like big ugly squares because of lightmaps, right?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?