Alien Swarm Deferred: Difference between revisions
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Note:Documentation on this branch is limited. The original author never wrote a lot of documentation for it, or it has been lost to time.
Important:Only deferred lighting lights maps. Except in
Lambda Wars where it blends with VRAD's baked lighting.
Warning:
Alien Swarm Deferred's fgd does not contain any new light entities or parameters as they are supposed to be edited realtime with the Light editor.
Important:All light entities will be converted to deferred upon launching the map!
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{{note|Documentation on this branch is limited. The original author never wrote a lot of documentation for it, or it has been lost to time.}} | {{note|Documentation on this branch is limited. The original author never wrote a lot of documentation for it, or it has been lost to time.}} | ||
{{important| | {{important|Only deferred lighting lights maps. Except in {{lw|4}} where it blends with [[VRAD]]'s baked lighting.}} | ||
{{warning|{{asd|4}}'s [[fgd]] does not contain any new light entities or parameters as they are supposed to be edited realtime with the Light editor.}} | |||
{{important|All light entities will be converted to deferred upon launching the map!}} | |||
==Features== | ==Features== | ||
*[[CSM]] | *[[CSM]] | ||
** Real time shadows and lighting from [[Light environment]], [[Light]], [[Projected texture]], and [[Point spotlight]] entities. | ** Real time shadows and lighting from [[Light environment]], [[Light]], [[Projected texture]], and [[Point spotlight]] entities. | ||
*{{wiki|Blinn–Phong reflection model}} | *{{wiki|Blinn–Phong reflection model}} | ||
**New reflections on [[Phong]] materials. | **New reflections on [[Phong]] materials. |
Revision as of 13:30, 12 January 2024


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 has support for deferred lighting and shadows (Similar to
Black Mesa). It's among very few
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.






Features
- CSM
- Real time shadows and lighting from Light environment, Light, Projected texture, and Point spotlight entities.
Blinn–Phong reflection model
- New reflections on Phong materials.
Volumetric lighting
- Similar to
Source Filmmaker.
- Similar to
- Source shader editor
- Make and edit shader graphs in real-time, in-engine.
- Light editor
- Edit your map's light entities dynamically.
Media
Light editor
Light editor can be opened with TAB, and its settings are:
Action
- Select light
- Add light
- Translate
- Rotate
Show properties
Edit your currently selected light's properties.
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
Lambda Wars
Director's Cut (Initially)
Clarify: Director's Cut switched to Source 2013 after a development reset, is its inclusion here necessary?
Bugs
- No hardware filtering support for
Advanced Micro Devices
Source 2013 Multiplayer port only lights and casts shadows for entities[Clarify][citation needed]
See also
External links
- Download at Google Drive
Confirm:Is this the original download?
- 2013MP Port GitHub Repository
- YouTube - Deferred lighting in action.