Projected Texture
Quote from satchmo on August 26, 2011, 9:35 amWhen you use env_projectedtexture, do you need to adjust the lightmap grid accordingly to optimize the effect? Can you leave the lightmap density the way it is (usually at 16) to have sharp shadows?
I know I could have just tested it myself, but I am leaving for work and I don't have time to compile the experiment. Thanks.
When you use env_projectedtexture, do you need to adjust the lightmap grid accordingly to optimize the effect? Can you leave the lightmap density the way it is (usually at 16) to have sharp shadows?
I know I could have just tested it myself, but I am leaving for work and I don't have time to compile the experiment. Thanks.
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Quote from KenJeKenny!? on August 26, 2011, 10:09 amsatchmo wrote:When you use env_projectedtexture, do you need to adjust the lightmap grid accordingly to optimize the effect? Can you leave the lightmap density the way it is (usually at 16) to have sharp shadows?I know I could have just tested it myself, but I am leaving for work and I don't have time to compile the experiment. Thanks.
Really depends on the situation... so youll just have to try and see... and adjust lightmap if necesarry...
for example; in this screenshot i used a projectedtexture with a default lightmap density.
But in a different situation i did get sharp shadows... so it's always different and i think it also depends on wether it's a brush or a prop that is casting the shadow.
EDIT:
Almost forgot to mention... don't go crazy with the lightmap density... because it can dramaticly increase file size & loading times and also decrease frame rate.
I know I could have just tested it myself, but I am leaving for work and I don't have time to compile the experiment. Thanks.
Really depends on the situation... so youll just have to try and see... and adjust lightmap if necesarry...
for example; in this screenshot i used a projectedtexture with a default lightmap density.
But in a different situation i did get sharp shadows... so it's always different and i think it also depends on wether it's a brush or a prop that is casting the shadow.
EDIT:
Almost forgot to mention... don't go crazy with the lightmap density... because it can dramaticly increase file size & loading times and also decrease frame rate.
Quote from Skotty on August 26, 2011, 12:24 pmI for my part just use projected texture if some bigger parts are moving and I want them to have good shadows. If I got static rooms I just use normal lighting with standard lightmap 8 (and lower).
You have to know when to use it right and when it's wasting resources.
I for my part just use projected texture if some bigger parts are moving and I want them to have good shadows. If I got static rooms I just use normal lighting with standard lightmap 8 (and lower).
You have to know when to use it right and when it's wasting resources.
Quote from KenJeKenny!? on August 26, 2011, 12:57 pmSkotty wrote:I for my part just use projected texture if some bigger parts are moving and I want them to have good shadows. If I got static rooms I just use normal lighting with standard lightmap 8 (and lower).
You have to know when to use it right and when it's wasting resources.What light entities do you use then? light_dynamic + specific compiling settings?
You have to know when to use it right and when it's wasting resources.
What light entities do you use then? light_dynamic + specific compiling settings?
Quote from satchmo on August 26, 2011, 1:49 pmlight_dynamic only when you have moving props. Projected texture is very expensive real-time rendering. It puts a lot of strain to the engine and your GPU. Any lesser computer could crumble under pressure.
light_dynamic only when you have moving props. Projected texture is very expensive real-time rendering. It puts a lot of strain to the engine and your GPU. Any lesser computer could crumble under pressure.
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Quote from Skotty on August 26, 2011, 4:51 pmExactly. I just use normal light, light_spot and light textures. If there are any moving parts where prerendered shadows are not good enough I use env_projected_texture... just there.
Light_dynamic is something you could remove from Hammer. It's nearly useless.
Exactly. I just use normal light, light_spot and light textures. If there are any moving parts where prerendered shadows are not good enough I use env_projected_texture... just there.
Light_dynamic is something you could remove from Hammer. It's nearly useless.
Quote from satchmo on August 26, 2011, 5:22 pmQuote:Light_dynamic is something you could remove from Hammer. It's nearly useless.It's useful for the Half-Life 2 scanners, especially in the dark interior of the Citadel.
It's useful for the Half-Life 2 scanners, especially in the dark interior of the Citadel.
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Quote from satchmo on August 27, 2011, 9:22 amSkotty wrote:Yes, but that's it. It makes more problems than it brings.I know, I know.
And I have no idea why point_spotlight uses dynamic lighting by default. Such a stupid idea.
So everyone knows, turn it off if you ever use this entity.
I know, I know.
And I have no idea why point_spotlight uses dynamic lighting by default. Such a stupid idea.
So everyone knows, turn it off if you ever use this entity.
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Quote from satchmo on August 28, 2011, 2:18 pmActually, it just occurred to me that one of the best use of dynamic lighting is right here in Portal 2.
Remember Wheatley's flashlight that he turned on in the backstage section? That was pretty awesome use of dynamic lighting and shadow effects.
Actually, it just occurred to me that one of the best use of dynamic lighting is right here in Portal 2.
Remember Wheatley's flashlight that he turned on in the backstage section? That was pretty awesome use of dynamic lighting and shadow effects.
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