Talk:NewLight Point: Difference between revisions

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Just want to write some changes here. These changes in public-beta branch.
Just want to write some changes here. These changes in public-beta branch.
* - Transparency issue fixed for LightmappedGeneric.
* - Engine now support godrays in water and monitors (disabled however).
* - Engine now support godrays in water and monitors (disabled however).
* - Godrays underwater seems to be fixed, but also caused new bug with water layer.
* - Godrays underwater seems to be fixed, but also caused new bug with water layer.
* - Godrays ignore viewmodel underwater.
* - Godrays ignore viewmodel underwater.
* - Optimization of new lights has generally become better.
* - Optimization of new lights has generally become better.
* - "SpotLight cookies should now work on any orientation. Cookie sprite sheet no longer needs to be square". I have no idea what does it means, I hadn't problems with spot light cookies (maybe this is something about the X).
* - "SpotLight cookies should now work on any orientation. Cookie sprite sheet no longer needs to be square".
* - Linux OS now works properly.
* - Linux OS now works properly.
* - Fixed halflambert.
* - Fixed halflambert.
* - New lights cause a weird overbright for some materials (hands of marine viewmodel for example). I'll figure out what to do with this later. Bshift devs fixed the canisters. The old code version is:
* - SEEMS TO BE FIXED!!! New lights cause a weird overbright for some materials (hands of marine viewmodel for example). I'll figure out what to do with this later. Bshift devs fixed the canisters. The old code version is:
{{pre|
{{pre|
VertexLitGeneric
VertexLitGeneric
Line 50: Line 51:
* - Shadows have noise now.
* - Shadows have noise now.
May will get fix:
May will get fix:
* - Weird clipping.
* - Weird clipping (Partially fixed).
* - Shadows noise.
* - Shadows noise.




"SpotLight cookies should now work on any orientation" If using cookies on spotlights, the cookie was only accurate if it was facing an increment of 90 degree angles and would project at the opposite angle. https://imgur.com/a/vrUv0Kw --[[User:Jofoyo|Jofoyo]]
"SpotLight cookies should now work on any orientation" If using cookies on spotlights, the cookie was only accurate if it was facing an increment of 90 degree angles and would project at the opposite angle. https://imgur.com/a/vrUv0Kw --[[User:Jofoyo|Jofoyo]]

Latest revision as of 19:22, 15 July 2024

Would be good form to upload 1080p images as JPG instead of PNG just so the page doesn't take so long to load and eats up less bandwidth, I can't even get the whole page to load on my end. --Jofoyo

Images is not fully visible with scroll boxes

I don't mind the scroll boxes, but now some images do not fit into it, which is why they cannot be fully seen normally. Make images smaller or the scroll boxes bigger. It is also looks VERY bad with "Contents". MyGamepedia.

issue was that the galleries that were there had "heights" and not "height", so it couldnt read the parameter correctly. Fixed this, images are small but all fit now.

Nope, param was correct, im an idiot. Reverted change and lowered the param. Equalizer5118, an idiot who cant spel (talk) 09:41, 25 January 2024 (PST)

Now it's better, I'll fix KV also tomorrow, but I have no idea what to do with "Contents". By the way - network performance is now pretty good!!!

New beta changes

Just want to write some changes here. These changes in public-beta branch.

  • - Transparency issue fixed for LightmappedGeneric.
  • - Engine now support godrays in water and monitors (disabled however).
  • - Godrays underwater seems to be fixed, but also caused new bug with water layer.
  • - Godrays ignore viewmodel underwater.
  • - Optimization of new lights has generally become better.
  • - "SpotLight cookies should now work on any orientation. Cookie sprite sheet no longer needs to be square".
  • - Linux OS now works properly.
  • - Fixed halflambert.
  • - SEEMS TO BE FIXED!!! New lights cause a weird overbright for some materials (hands of marine viewmodel for example). I'll figure out what to do with this later. Bshift devs fixed the canisters. The old code version is:
VertexLitGeneric
{
	$basetexture "models/props_industrial/gascanister02_skin01"
	$surfaceprop Metal

	$detail "detail/bm_rustymetal_detail_01"
	$detailscale 10
	$detailblendfactor 0.8

	$envmap "env_cubemap"
	$basealphaenvmapmask 1
	$envmaptint "[0.30 0.30 0.30]"
	$envmapsaturation 0.3

	$phong 1
	$phongfresnelranges "[0.2 0.5 1.6]"
	$phongalbedotint 1
	$phongexponent 10
	$phongboost 5
	$basemapalphaphongmask 1

	$rimlight 1
	$rimlightexponent 25
	$rimlightboost 0.25
}
  • - Shadows have noise now.

May will get fix:

  • - Weird clipping (Partially fixed).
  • - Shadows noise.


"SpotLight cookies should now work on any orientation" If using cookies on spotlights, the cookie was only accurate if it was facing an increment of 90 degree angles and would project at the opposite angle. https://imgur.com/a/vrUv0Kw --Jofoyo