User:ShiroDkxtro2
Yep. That's me! I'm a 3d-modeller and self-proclaimed shader-programmer! You want to talk to me? Add me on Discord! ShiroDkxtro2#8750 My GitHub
Started modding source™ somewhere around 2017-2018 or so... I mainly mod sdk2013sp/mp, because well... We actually have code for that and its not alien swarm... lol
Some notable projects I have been part of ( in any capacity ):
- Boreal Alyph ( Cancelled, I was a 3d-Modeller and only ever really made 2-3 models... )
- Raising The Bar Redux ( I was a 3d-Modeller, yes WAS... BETA moments )
- Mapbase ( As a Pre-Release Testing Participant )
- Hunt Down The Freeman ( Since ~2022, as a Shaderperson. Implemented an entirely rewritten PBR Shader... I was very unhappy with the open-source ones... They are terrible... )
Current Projects...
The goal : Totally rewrite Valve's Shaders and open-source it too Stock Shaders... They are frankly said, terrible. And here is why
- Most of the stuff doesn't actually work, I mean look at the VDC... There is Bug: This does not work with $Whatever EVERYWHERE and most of this stuff is not even that hard to fix.
- Everything is using ps20b - This is hella oudated. And I say this as a win7 user, so it really means something
In a Valve Publication (Siggraph paper) from 2009, they claimed that during the development of l4d2 (~2008) they already already considered ps20b low-end hardware sm3.0 released in 2004. Almost two decades later and even CS:GO still uses this outdated Shadermodel. Even CS:GO shaders have limitations due to the lack of available constant registers on ps20b that are simply laughable.
- Compiling the shaders takes literally forever
like 20 million combos for VertexLit_and_Unlit_Generic_ps20b... Yeah go ahead. Compile that for a couple of hours using stock compilers that have memory leaks. Good luck! For reference, currently on LUX_ compiling both Lightmappedgeneric and Vertexlitgeneric ( with bumps and phong etc )... takes around 5 minutes...
- The code is terrible to read. I mean, just look at it... lol
- Insane lack of documentation. Why do they do this thing, why is that, who put this and why? WE DON'T KNOW LMAO but LUX_ will actually have some documentation and comments.
The lack thereof is astonishing.
Basically, the stock Shaders are so riddled with holes and issues and lack of everything, that I decided rewritting them would actually be the best option... In other terms, the goal of LUX_ is to make as much stuff work as possible, crushing compile times AND adding new features. Often those from newer engine branches. Or things that have never been done before on Source... ( At least to my knowledge anyways, like lightmap UV's for Models, for example )
Astria Porta
Just read the moddb page, I'm tired of writing this
Note that all images on the moddb as of today ( 15.02.2023 DMY ) are insanely outdated. Aka the usual Moddb mod-page :)