Talk:Portal 2: Difference between revisions

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:::::::Yes, it could be performance optimization... sp_a4_finale4 has 9 x env_projectedtexture, 25 x light and 19 x light_spot. From what I've seen from a video, the projected textures seem to "replace" the static light in some scenes on close distance. --[[User:Barracuda|Barracuda]] 15:17, 16 April 2011 (UTC)
:::::::Yes, it could be performance optimization... sp_a4_finale4 has 9 x env_projectedtexture, 25 x light and 19 x light_spot. From what I've seen from a video, the projected textures seem to "replace" the static light in some scenes on close distance. --[[User:Barracuda|Barracuda]] 15:17, 16 April 2011 (UTC)
:::The picture in the left could just be a light_spot entity, not projected_texture. From what I've collected, all of the "offices" in Portal test chambers used very bright light_spots, not dynamic lighting/projected_textures, yet they can achieve the same effect as shown by the casted shadow of the window pane. —[[User:Mattshu|Mattshu]] 12:25, 20 April 2011 (UTC)
:::The picture in the left could just be a light_spot entity, not projected_texture. From what I've collected, all of the "offices" in Portal test chambers used very bright light_spots, not dynamic lighting/projected_textures, yet they can achieve the same effect as shown by the casted shadow of the window pane. —[[User:Mattshu|Mattshu]] 12:25, 20 April 2011 (UTC)
:::: It turns out that map isn't in the game. What ''is'' in is practically all shadow mapped. I saw two direct static lights, one of which was in the extreme distance and the other of which was in an obscure corner of a huge vault. However, I don't recall seeing any omnidirectional lights at all. --[[user:TomEdwards|TomEdwards]] 13:11, 20 April 2011 (UTC)


== Source SDK + Portal 2 ==
== Source SDK + Portal 2 ==

Revision as of 06:11, 20 April 2011

Global shadowmapping

There's still baked shadowing in a lot of the videos, I'm calling bluff on that. --Legend286 18:19, 13 April 2011 (UTC)

The videos aren't representative of the game. Look at actual screens and you'll see the shadow maps everywhere. --TomEdwards 18:23, 13 April 2011 (UTC)
The screenshots look like they're from SFM, and in the gel picture you can clearly see lightmap artifacts.--Legend286 18:27, 13 April 2011 (UTC)
Allow me to show you that they're merely projectedtextures/prebaked. Both are in source, except one is an official game, the other is a mod.--ZombieDawgs 22:51, 13 April 2011 (UTC)
http://dl.dropbox.com/u/10565588/Pictures/example.png
ZombieDawgs; just an FYI, the right one doesn't use a single line of (shader)code related to proj. textures... --Biohazard 09:44, 14 April 2011 (UTC)
This is what I can say so far from a BSP file of the leaked Xbox 360 version:
  • Static lightmaps are still widely used (light, light_spot, light_environment and even brushes with blocklight textures)
  • Dynamic lighting is realized with multiple env_projectedtextures, like in Alien Swarm.
--Barracuda 04:15, 16 April 2011 (UTC)
Very odd. Every screen that's been released (and which includes any direct lighting) clearly has shadow mapping. Perhaps the entities are generated during the compile process? Or maybe the Xbox couldn't take the strain and had to have more static stuff? There's no way it's all done by hand on the PC. --TomEdwards 11:04, 16 April 2011 (UTC)
Yes, it could be performance optimization... sp_a4_finale4 has 9 x env_projectedtexture, 25 x light and 19 x light_spot. From what I've seen from a video, the projected textures seem to "replace" the static light in some scenes on close distance. --Barracuda 15:17, 16 April 2011 (UTC)
The picture in the left could just be a light_spot entity, not projected_texture. From what I've collected, all of the "offices" in Portal test chambers used very bright light_spots, not dynamic lighting/projected_textures, yet they can achieve the same effect as shown by the casted shadow of the window pane. —Mattshu 12:25, 20 April 2011 (UTC)
It turns out that map isn't in the game. What is in is practically all shadow mapped. I saw two direct static lights, one of which was in the extreme distance and the other of which was in an obscure corner of a huge vault. However, I don't recall seeing any omnidirectional lights at all. --TomEdwards 13:11, 20 April 2011 (UTC)

Source SDK + Portal 2

So I may be calling out a little too early for something like this, but when is it expected to allow map editing for Portal 2? This might even be possible now, I haven't done any research. I just noticed Portal 2 isn't showing up in the game list in my Source SDK tool. —Mattshu 03:39, 20 April 2011 (UTC)

It will probably the same as for L4D/L4D2/AS: SDK comes out a few weeks/months after release of the game. I don't think there's an exact ETA yet. --Barracuda 07:33, 20 April 2011 (UTC)