Alien Swarm Deferred: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 5: Line 5:
{{important|All light entities will be converted to deferred upon launching the map, and only deferred lighting lights maps. Except in {{lw|4}} where it blends with [[VRAD]]'s baked lighting.}}
{{important|All light entities will be converted to deferred upon launching the map, and only deferred lighting lights maps. Except in {{lw|4}} where it blends with [[VRAD]]'s baked lighting.}}
==Features==
==Features==
*[[CSM]]
New since {{as|4}}:
** Real time shadows and lighting from [[Light environment]], [[Light]], [[Projected texture]], and [[Point spotlight]] entities.
; [[CSM]]
*{{wiki|Blinn–Phong reflection model}}
: Real time shadows and lighting from [[Light environment]], [[Light]], [[Projected texture]], and [[Point spotlight]] entities.
**New reflections on [[Phong]] materials.
; {{wiki|Blinn–Phong reflection model}}
*{{wiki|Volumetric lighting}}
: New reflections on [[Phong]] materials.
**Similar to {{sfm|4.1}}.
; {{wiki|Volumetric lighting}}
*[[Source shader editor]]
: Similar to {{sfm|4.1}}.
**Make and edit shader graphs in real-time, in-engine.
; [[Source shader editor]]
*Light editor
: Make and edit shader graphs in real-time, in-engine.
**Edit your map's light entities dynamically.
; Light editor
: Edit your map's light entities dynamically.
 
==Media==
==Media==
{| border="0" cellpadding="4" align="center"
{| border="0" cellpadding="4" align="center"

Revision as of 13:41, 12 January 2024

English (en)Translate (Translate)

Alien Swarm Deferred Alien Swarm Deferred was released in 2012. It's a third-party engine branch created by Kristjan Skutta a.k.a. Biohazard90. This branch of Alien Swarm Alien Swarm has support for deferred lighting and shadows (Similar to Black Mesa Black Mesa). It's among very few Source Source engine branches that have dynamic shadows not based on projected textures, while still having its source code available to the public. Performance-wise, it is extremely impressive as the engine can support hundreds of dynamic shadows with very little performance impact.

Icon-Important.pngImportant:All light entities will be converted to deferred upon launching the map, and only deferred lighting lights maps. Except in Lambda Wars Lambda Wars where it blends with VRAD's baked lighting.

Features

New since Alien Swarm Alien Swarm:

CSM
Real time shadows and lighting from Light environment, Light, Projected texture, and Point spotlight entities.
Wikipedia icon Blinn–Phong reflection model
New reflections on Phong materials.
Wikipedia icon Volumetric lighting
Similar to Source Filmmaker Source Filmmaker.
Source shader editor
Make and edit shader graphs in real-time, in-engine.
Light editor
Edit your map's light entities dynamically.

Media

Phong reflections
Volumetric lights and god rays
Realtime shadows

Light editor

Light editor can be opened with TAB.

Light editor's Main menu


Show properties

Edit your currently selected light's properties.

Asd deferred main editor properties.png

Edit global light

Todo: what does this actually do?

VMF handling

Load, edit and save your VMF's lights.

Debug

  • Turn on and off deferred statics
  • Render modes:
    • None
    • Light
    • Normal

Availability

Bugs

See also

External links