Uploads by Gjsdeath
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This special page shows all uploaded files.
Date | Name | Thumbnail | Size | Description | Versions |
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21:17, 13 June 2009 | Rtv render00.png (file) | ![]() |
174 KB | A Multi-passenger vehicle concept, the model is made from other vehicles and props from Half-life2, some of the mesh is custom but most are by Valve, as they create much better models then me. The vehicle will be in Obsidian Conflict once it is complete. | 1 |
21:19, 13 June 2009 | Ion rifle concept.png (file) | ![]() |
545 KB | A Multi-purpose weapon concept, the model is from the Half-life2 chapter "Under The Radar", some of the mesh is custom but most are by Valve, as they create much better models then me. The weapon will be in Obsidian Conflict once it is complete. | 1 |
12:23, 5 September 2010 | Trainstationdlight 0.jpg (file) | ![]() |
465 KB | Rendered with higher detail + Map-based fixes. | 2 |
14:30, 20 September 2010 | Grain high.jpg (file) | ![]() |
174 KB | Shadow maps with large amount of grain(default). | 1 |
14:31, 20 September 2010 | Grain low.jpg (file) | ![]() |
183 KB | Shadow maps with low amount of grain(modified). | 1 |
22:05, 30 June 2011 | Shadowmapping filter1 res4096.jpg (file) | ![]() |
490 KB | A very small scene demonstrating a env_projectedtexture with the "framebuffer fix", "Clipping fix" and "Grain fix". The depth texture resolution is set at 4096 and the grain/filter is at 1. Created with Hammer using only stock Half-life 2 content. The pu | 1 |
12:37, 21 November 2011 | Dynamic rtt.jpg (file) | ![]() |
380 KB | A picture showing the difference between dynamic RTT shadow angles and the default Source2007 ones. Dynamic: NPCs and other entitie's shadows will change direction based on the closest/brightest light source. Default: Straight down. Or, you can set all | 1 |
22:54, 12 February 2012 | Env global light highres fps hl2content.jpg (file) | ![]() |
598 KB | Picture of a Env_global_light in use. Obvious error is the fading distance; the building(or anything) in the far background is dim because it's lit by the lightmap. This entity was not intended for FPS use, it's from a top-down shooter. But with a | 1 |
14:43, 23 February 2012 | Shadowmap.jpg (file) | ![]() |
454 KB | Higher resolution image, higher resolution shadows, clearer shadows, more shadow receivers and casters, no RTT shadows(as they aren't the point of the image and may confuse people), less image compression artifacts. I'm uploading this as a new version be | 2 |
18:05, 26 February 2012 | Ai debug dyninteractions.jpg (file) | ![]() |
466 KB | Example of <code>ai_debug_dyninteractions</code> debugging information during a dynamic interaction. | 1 |
18:08, 26 February 2012 | Ai debug dyninteractions2.jpg (file) | ![]() |
395 KB | Example of <code>ai_debug_dyninteractions</code> debugging information when a NPC is checking for the proper conditions to perform a dynamic interaction. | 1 |
18:21, 26 February 2012 | Dynamic interaction modded citizen v zombie0.jpg (file) | ![]() |
285 KB | An example of a dynamic interaction. This one is copied from Alyx and allows citizens to kick zombies. | 1 |
20:44, 1 December 2012 | Env global light stockasw.jpg (file) | ![]() |
558 KB | Picture of a Env_global_light in use. Obvious error is the fading distance outside of the texture projection(FOV). This entity was intended for top-down shooter use, it isn't practical for much else due to the small coverage area. The shadows are ext | 1 |