Counter-Strike: Global Offensive engine branch: Difference between revisions
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Note:This engine branch has been upgraded over time, so some games or mods on this engine branch may not have all of these features. Many features are exclusive to
Counter-Strike: Global Offensive.
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The {{csgobranch|4}} was introduced in 2012 with the release of {{csgo|4}}. It is the latest Source 1 engine branch available and succeeds the {{portal2branch|4}}. | |||
{{Note|This engine branch has been upgraded over time, so some games or mods on this engine branch may not have all of these features. Many features are exclusive to {{csgo|2}}.}} | |||
== Features == | |||
New since the {{portal2branch|2}} is: | |||
; Real-time dynamic shadows | |||
: {{ent|env_cascade_light}} provides dynamic, high-resolution cascade shadow mapping for the outdoor light of {{ent|light_environment}}. | |||
; Lightmapped Ambient Occlusion | |||
: [[VRAD]] can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism. | |||
; [[$bumpmap|Bump mapped]] [[decals]] | |||
: {{ent|LightmappedGeneric}} decals now support bump maps. | |||
====Newer Features==== | |||
; [[Phong]] reflections on Lightmapped materials | |||
: <code>LightmappedGeneric</code> and {{ent|WorldVertexTransition}} now support diffuse Phong reflections. | |||
; [http://counter-strike.net/workshop/workshopmaps#normal_mapped Vertex lighting for bumpmapped static props] | |||
: Static props with bump maps can now receive vertex lighting, better blending them into the environment. All static props also now receive [http://counter-strike.net/workshop/workshopmaps#static_prop better lighting.] | |||
; [http://counter-strike.net/workshop/workshopmaps#anisotropic Anisotropic reflection emulation] | |||
: Brush shaders can now emulate anisotropic specular reflections using new parameters. | |||
; Bump map blending for {{ent|LightmappedGeneric}} | |||
: Two bump maps can now be blended together for high-frequency and low-frequency bumpmap variation on the <code>LightmappedGeneric</code> shader. | |||
; {{ent|Lightmapped_4WayBlend}} | |||
: A displacement shader that can blend four different materials together by luminance. | |||
; [[Static_Prop_Combine|Prop combination]] | |||
: [[VBSP]] now supports combining selected static props during map compilation, increasing performance and lowering draw calls. | |||
; Increased engine and compilier limits | |||
: The engine now supports more entities, more models and more displacements. | |||
: {{note|Document all of the increased limits.}} | |||
; New first-person weapon lightning. | |||
: First-person weapon view now support more detailed lighting | |||
; Other improvements | |||
: {{todo|Document these, this is just the tip of the iceberg.}} | |||
: {{todo|[[User:Celisej|Celisej]]: soon add more.}} | |||
== Availability == | |||
* {{csgo|4}} | |||
* {{Insurgency|4}} (earlier version) | |||
* {{Doi|4}} (earlier version) | |||
* {{p2ce|4}} | |||
* {{jbep3|4}} | |||
Source code for this branch is '''not''' available. However, authoring tools exist for custom content. | |||
* {{Game link|Counter-Strike: Global Offensive Authoring Tools}} | |||
{{Branch-navbox}} | |||
[[Category:Counter-Strike: Global Offensive]] |
Revision as of 01:53, 2 August 2022
The CS:GO engine branch was introduced in 2012 with the release of
Counter-Strike: Global Offensive. It is the latest Source 1 engine branch available and succeeds the
Portal 2 engine branch.


Features
New since the Portal 2 engine branch is:
- Real-time dynamic shadows
- env_cascade_light provides dynamic, high-resolution cascade shadow mapping for the outdoor light of light_environment.
- Lightmapped Ambient Occlusion
- VRAD can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism.
- Bump mapped decals
- LightmappedGeneric decals now support bump maps.
Newer Features
- Phong reflections on Lightmapped materials
LightmappedGeneric
and WorldVertexTransition now support diffuse Phong reflections.- Vertex lighting for bumpmapped static props
- Static props with bump maps can now receive vertex lighting, better blending them into the environment. All static props also now receive better lighting.
- Anisotropic reflection emulation
- Brush shaders can now emulate anisotropic specular reflections using new parameters.
- Bump map blending for LightmappedGeneric
- Two bump maps can now be blended together for high-frequency and low-frequency bumpmap variation on the
LightmappedGeneric
shader. - Lightmapped_4WayBlend
- A displacement shader that can blend four different materials together by luminance.
- Prop combination
- VBSP now supports combining selected static props during map compilation, increasing performance and lowering draw calls.
- Increased engine and compilier limits
- The engine now supports more entities, more models and more displacements.
Note:Document all of the increased limits.
- New first-person weapon lightning.
- First-person weapon view now support more detailed lighting
- Other improvements
- Todo: Document these, this is just the tip of the iceberg.
- Todo: Celisej: soon add more.
Availability
Counter-Strike: Global Offensive
Insurgency (earlier version)
Day of Infamy (earlier version)
Portal 2: Community Edition
Jabroni Brawl: Episode 3
Source code for this branch is not available. However, authoring tools exist for custom content.