File:Env global light highres fps hl2content.jpg

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Revision as of 22:54, 12 February 2012 by Gjsdeath (talk | contribs) (Picture of a Env_global_light in use. Obvious error is the fading distance; the building(or anything) in the far background is dim because it's lit by the lightmap. This entity was not intended for FPS use, it's from a top-down shooter. But with a)
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Original file(1,914 × 1,049 pixels, file size: 598 KB, MIME type: image/jpeg)

Picture of a Env_global_light in use. Obvious error is the fading distance; the building(or anything) in the far background is dim because it's lit by the lightmap. This entity was not intended for FPS use, it's from a top-down shooter. But with a high enough resolution and careful placement, it can look good.

Not Shown: If you stay in place and look in any direction, it's lit. You are in the dead center of the projection. An optimization would be to move it outward from the camera, to gain more coverage.


Map: sdk_d1_town_03 (Modified, found in the SourceSDK's mapsrc folder) Shadow depth map resolution: 4096x4096 Set "m_flShadowFilterSize" to 0.15 Entity values: All default except color.

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current22:54, 12 February 2012Thumbnail for version as of 22:54, 12 February 20121,914 × 1,049 (598 KB)Gjsdeath (talk | contribs)Picture of a Env_global_light in use. Obvious error is the fading distance; the building(or anything) in the far background is dim because it's lit by the lightmap. This entity was not intended for FPS use, it's from a top-down shooter. But with a

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