Lol'd when the zombines started chasing you and you were like OH SHIT and then one took out a grenade and waved it in the air like a hippy and suicided.
"Moving brushed-based objects will not change the way they are lit. Their lighting will be calculated only according to their positions in Hammer. (e.g. a brush in a dark room will not become bright if it is brought into a bright room.) " Is there a way to fix this??
Technically not bugged. It's a combination of two planes meeting together at a single axis, in fact all lights that cast in an omni-directional base have this problem unless properly implemented in games. Though I'd have to remind you this video is well over 1 year old, and shows a pre-alpha version of this implementation. Way to be on the late train my friend.
Parent this to a tank train, and target it to the center of the map and make the tank train go around the map in a circle. Giving the illusion of a day/night cycle. =)
It's already been done. You can check a few threads about it on Interlopers.And of course I know AS runs on a newer version of Source. Though I wouldn't call it 2010.
Mmmmm. Man how do you make env_textureprojection and flashlight at same time? If i try to do this in ep2, my flashlight get fucked and it projectz the env_textureprojection shadows :V
@awettowel That's the glory of dynamic shadows .. if we can get lighting to a stage where it is fully realtime, then there will be no more use for VRAD...
This is part of the source engine, it's the env_projectedtexture entity. As far as I can see he's using multiple entities stitched together to give the idea of an omni-light, but I may be wrong.
The Source Engine really needs to use shadowing like this in their games especially in Left 4 Dead. I still don't understand why they don't look into it the shadows look great.
As a current developer of a Sourcemod, I adore this! I mean, it looks absolutely amazing! So, is this new dynamic shadowing more optimized than the EP2 flashlight defaults? Because, those lag on lower end computers. But, still, this looks awesome. :)
Also, I don't mean to rush, but when shall this be finished? I've been looking for some new shadow shaders for a rather long time. Is it going to be public? Because I would LOVE to have this in my modification! It's just... beautiful! haha
I really like the dynamic lighting system they've included in the new source engine. They'll run smoothly as a penis once I build my new machine. Nice vid. :)
I know, and he's done a pretty cool job, but there is dynamic lighting programmed into the HL2:Ep2 engine. I was commenting on how I liked that tooooo! :)
OH MY GOD THIS IS ORGASMIC please release it soon also please enable those shadows on dw8 mode becouse games like fear doom 3 fab;e the lost chapters have them
Whoever made this video needs to go fucking kill themselves. Stupid cunt.
MrOpenGamer 2 months ago
Lol'd when the zombines started chasing you and you were like OH SHIT and then one took out a grenade and waved it in the air like a hippy and suicided.
MrBlockersPro 7 months ago
its not. just env_projectedtexture
JLUFantasy 8 months ago
This has been flagged as spam show
"Moving brushed-based objects will not change the way they are lit. Their lighting will be calculated only according to their positions in Hammer. (e.g. a brush in a dark room will not become bright if it is brought into a bright room.) " Is there a way to fix this??
Aecnoril117 8 months ago
What kind of zombies are those? Wich mod and if needed, wich game will the type of zombies come in? :D
superdvdman 11 months ago
@superdvdman please watch /watch?v=fEkWH8DB7b0
leerman22 10 months ago
nice bugged shadows after the :50 mark
zackhanscom 1 year ago
@zackhanscom
Technically not bugged. It's a combination of two planes meeting together at a single axis, in fact all lights that cast in an omni-directional base have this problem unless properly implemented in games. Though I'd have to remind you this video is well over 1 year old, and shows a pre-alpha version of this implementation. Way to be on the late train my friend.
MrtwoVideoCards 1 year ago 7
@MrtwoVideoCards
Hah is that a pun? (Gordon Freeman arrives at City 17 on one of the last trains into the city)
av3nger3 7 months ago
thats what left 4 deads lights are like
DRKOFRCE216 1 year ago
Parent this to a tank train, and target it to the center of the map and make the tank train go around the map in a circle. Giving the illusion of a day/night cycle. =)
PowerFusionX 1 year ago
@PowerFusionX
Sadly the FarZ can't handle a distance like that optimally. New games Like Alien Swarm however can!
MrtwoVideoCards 1 year ago
@MrtwoVideoCards That's cause Alien Swarm runs off the Source Engine 2010. =D!
Do this in Alien Swarm. :3
PowerFusionX 1 year ago
@PowerFusionX
It's already been done. You can check a few threads about it on Interlopers.And of course I know AS runs on a newer version of Source. Though I wouldn't call it 2010.
MrtwoVideoCards 1 year ago
@PowerFusionX arent all games on source 2009 now couldn't it work on that
legolasisahobbo 11 months ago
How'd you go about doing this?
chrisxdeboy 1 year ago
1:10 HOLY FUCKING SHIT!
suckmysilencer747 1 year ago
@suckmysilencer747 Ha Ha, funny moment
ggova 1 year ago
Will you be releasing this open sourced at all?
I need a dynamic omnidirectional light in my mod.
adood101 1 year ago
to bad no real-time reflections/radiosity
MoskowFreak1111 1 year ago
Is this deatmatch or singelplayer? cus when i try to add zombies my map just broke
Johanop 1 year ago
Can a light, like the 'sun' give off dynamic shows?
mantax55 1 year ago
thats a lot of shadow glitching....
BeachpartyClan 1 year ago
You must have a damn fast computer.
AdudenamedKemp 1 year ago
Mmmmm. Man how do you make env_textureprojection and flashlight at same time? If i try to do this in ep2, my flashlight get fucked and it projectz the env_textureprojection shadows :V
Doghoundwikiti 1 year ago
What Ent did you use? env_projectedtexture right?
sk8ingeveryday 1 year ago
Wow, how long did that take to compile?
awettowel 1 year ago
10 seconds.
-Final
-Both
-Staticproppolys
-StaticPropIndicies
-8 Threads on VBSP and VRAD
MrtwoVideoCards 1 year ago
@awettowel That's the glory of dynamic shadows .. if we can get lighting to a stage where it is fully realtime, then there will be no more use for VRAD...
KooKas2oo8 1 year ago
how to?shadow control?
youre0mother 1 year ago
buggy shadows
TheBazzPounderz 2 years ago 12
You're Buggy!
MrtwoVideoCards 2 years ago
You guys are genius at source, C17 will be awesome!
idesignandcreate 2 years ago
i dont get it plz reply
TheGhostsprite 2 years ago
how to u make the ammo crates i need help
VRCkid11 2 years ago
I need to know this to :\
depholade 2 years ago
go to item_ammocrate finally figered it out
VRCkid11 2 years ago
howed u make spawn points
xy274 2 years ago
very cool video. nice to see the lighting exposed like this.
t3hh0r53 2 years ago
Are you using light_dynamic? And is this part of the source engine or have you implemented this yourselfs?
atomicsparkmachinima 2 years ago
This is part of the source engine, it's the env_projectedtexture entity. As far as I can see he's using multiple entities stitched together to give the idea of an omni-light, but I may be wrong.
HamishM150 2 years ago
Does anyone know how to get portal objects and textures into my Garry's Mod levels?
JasperTheDoxie 2 years ago
can you make a tutorial?
Snipaaz 2 years ago
this is beautiful lol
dissforlife 2 years ago 5
did you make this using env_projectedtexture and if so how did you get rid of normal shadows.
yoyoboy70 2 years ago
did you make a mod or just do this with hammer
yoyoboy70 2 years ago
how did u amke the ammo crates?
DaManWitDaPower 2 years ago
OMG! cool!
erikouwehand 3 years ago
The Source Engine really needs to use shadowing like this in their games especially in Left 4 Dead. I still don't understand why they don't look into it the shadows look great.
mbertovich 3 years ago 15
Actually L4D uses a system thats much better than ours (sadly). Aside that though it still isn't yet fully dynamic though yet.
MrtwoVideoCards 3 years ago 2
That lighting would look good with real-time global illumination (radiosity). Would it be possible in SOURCE engine?
Kaszas2000 3 years ago
they have only dynamic shadows in l4d not lights!
erikouwehand 3 years ago
@MrtwoVideoCards Actualy it has finaly become fully dynamic! :D
ENDORPHINSAM 1 year ago
@MrtwoVideoCards It is now :3
LordEzerith 1 year ago
@mbertovich Laggy, Buggy and easy to crash :3
GiveMeBass93 10 months ago
@mbertovich Valf iz stupodf
Zero2562130 6 months ago
@mbertovich Because Source can handle only one dynamic light at a time...
Oops I just responded to a 3 year old comment :P
supergamer1221 3 weeks ago
Wow i was just reading l4d topics and look what link ive found? And look WHO ive found! :D
Hey, hope u remember me.
SFAriel5 3 years ago
Hey Ariel! Haven't talked to you in quite a while man.
MrtwoVideoCards 3 years ago
Does this work on light_env?
if so please make a simple map with a jungle tree prop hehe
FPsupertoaster 3 years ago
As a current developer of a Sourcemod, I adore this! I mean, it looks absolutely amazing! So, is this new dynamic shadowing more optimized than the EP2 flashlight defaults? Because, those lag on lower end computers. But, still, this looks awesome. :)
Also, I don't mean to rush, but when shall this be finished? I've been looking for some new shadow shaders for a rather long time. Is it going to be public? Because I would LOVE to have this in my modification! It's just... beautiful! haha
hymlok005 3 years ago
Indeed it will, hopefully we can get it finished this December.
MrtwoVideoCards 3 years ago
really , wat is it called?
crazyhugs 3 years ago
The mod? If so it's City17 Episode 1
MrtwoVideoCards 3 years ago
That amazing.
2sauber2 3 years ago
I really like the dynamic lighting system they've included in the new source engine. They'll run smoothly as a penis once I build my new machine. Nice vid. :)
Hex72 3 years ago
Dude. he's working on the dynamic lighting system.
2sauber2 3 years ago
I know, and he's done a pretty cool job, but there is dynamic lighting programmed into the HL2:Ep2 engine. I was commenting on how I liked that tooooo! :)
Hex72 3 years ago
Lol, Yeah he is. I forgot that about ep2 :P.
2sauber2 3 years ago
Indeed there is, we're just playing around with it, and seeing what we can add.
MrtwoVideoCards 3 years ago
looks neat, but the shadows are kinda stretched looking.
superdinoman 3 years ago
That's a result of us using the Wrong projected texture. Should be fixed in a final Release.
MrtwoVideoCards 3 years ago
really nice, thats what i really wanted ! doom 3 has some good use of lighting, i want to do the same with half life 2
erikouwehand 2 years ago
OH MY GOD THIS IS ORGASMIC please release it soon also please enable those shadows on dw8 mode becouse games like fear doom 3 fab;e the lost chapters have them
ma1kas 3 years ago
oh my god this is orgasmic kee pworking on it
also will this work on dx8 please,id like t osee those great ighting effects on source.
do not say something like they are not suportive for old video cards becouse games like f.e.a.r. and doom 3 has dinamic shadows
ma1kas 3 years ago
I hope it gets released soon! But I shouldn't rush you. Take your time, Gear.
radomaj 3 years ago 2
Oh hey Radomaj! Thanks man
MrtwoVideoCards 3 years ago