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Combined display of all available logs of Valve Developer Community. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 20:44, 1 December 2012 Gjsdeath talk contribs uploaded File:Env global light stockasw.jpg (Picture of a Env_global_light in use. Obvious error is the fading distance outside of the texture projection(FOV). This entity was intended for top-down shooter use, it isn't practical for much else due to the small coverage area. The shadows are ext)
- 18:21, 26 February 2012 Gjsdeath talk contribs uploaded File:Dynamic interaction modded citizen v zombie0.jpg (An example of a dynamic interaction. This one is copied from Alyx and allows citizens to kick zombies. )
- 18:08, 26 February 2012 Gjsdeath talk contribs uploaded File:Ai debug dyninteractions2.jpg (Example of <code>ai_debug_dyninteractions</code> debugging information when a NPC is checking for the proper conditions to perform a dynamic interaction.)
- 18:05, 26 February 2012 Gjsdeath talk contribs uploaded File:Ai debug dyninteractions.jpg (Example of <code>ai_debug_dyninteractions</code> debugging information during a dynamic interaction.)
- 14:43, 23 February 2012 Gjsdeath talk contribs uploaded a new version of File:Shadowmap.jpg (Higher resolution image, higher resolution shadows, clearer shadows, more shadow receivers and casters, no RTT shadows(as they aren't the point of the image and may confuse people), less image compression artifacts. I'm uploading this as a new version be)
- 22:54, 12 February 2012 Gjsdeath talk contribs uploaded File:Env global light highres fps hl2content.jpg (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)
- 12:37, 21 November 2011 Gjsdeath talk contribs uploaded File:Dynamic rtt.jpg (A picture showing the difference between dynamic RTT shadow angles and the default Source2007 ones. Dynamic: NPCs and other entitie's shadows will change direction based on the closest/brightest light source. Default: Straight down. Or, you can set all)
- 22:05, 30 June 2011 Gjsdeath talk contribs uploaded File:Shadowmapping filter1 res4096.jpg (A very small scene demonstrating a env_projectedtexture with the "framebuffer fix", "Clipping fix" and "Grain fix". The depth texture resolution is set at 4096 and the grain/filter is at 1. Created with Hammer using only stock Half-life 2 content. The pu)
- 14:31, 20 September 2010 Gjsdeath talk contribs uploaded File:Grain low.jpg (Shadow maps with low amount of grain(modified).)
- 14:30, 20 September 2010 Gjsdeath talk contribs uploaded File:Grain high.jpg (Shadow maps with large amount of grain(default).)
- 12:23, 5 September 2010 Gjsdeath talk contribs uploaded a new version of File:Trainstationdlight 0.jpg (Rendered with higher detail + Map-based fixes.)
- 12:02, 5 September 2010 Gjsdeath talk contribs uploaded File:Trainstationdlight 0.jpg (Part of the first level from HL2, all light sources(besides ambient) are dynamic(env_projectedtexture) All credit to Valve for brushwork and assets.)
- 21:19, 13 June 2009 Gjsdeath talk contribs uploaded File:Ion rifle concept.png (A Multi-purpose weapon concept, the model is from the Half-life2 chapter "Under The Radar", some of the mesh is custom but most are by Valve, as they create much better models then me. The weapon will be in Obsidian Conflict once it is complete.)
- 21:17, 13 June 2009 Gjsdeath talk contribs uploaded File:Rtv render00.png (A Multi-passenger vehicle concept, the model is made from other vehicles and props from Half-life2, some of the mesh is custom but most are by Valve, as they create much better models then me. The vehicle will be in Obsidian Conflict once it is complete.)