Open k0091601 opened 11 years ago
I would love to see some of the graphical features that were introduced in L4D2, Portal 2 and CSGO in SSDK 2013. The water flow shaders from L4D2 would be nice to see as well.
I believe that The alien swarm water shader has the l4d enhancements, but it doesn't include the portal 2 ones As far as I know. Would be nice if we could get the latest water !
I'd love to have the latest everything! :P
But being able to have updated shaders would be close enough I suppose. :)
I'd to like to see too the radial based fog implementation from left 4 dead (In Hl2 its plane based which has problems) and the flowmap water. Maby some updates to the tonemap controller.
@wtfPayne All those features you have suggested are available in the swarm src code and can be ported across, official addition of them would be nice.
Does anyone know if the Alien Swarm source code contains the L4D2 water flow shader? If so, I could really use it for my single-player Source mod.
yes asw have this shader, but to create some new flow texture only houdini can generated them.
2013/10/5 SuperNexus4 notifications@github.com
Does anyone know if the Alien Swarm source code contains the L4D2 water flow shader? If so, I could really use it for my single-player Source mod. [image: l4d2_flowmap_user]https://f.cloud.github.com/assets/4957060/1274112/10e8443e-2d72-11e3-9d57-ae21ac31508c.jpg
— Reply to this email directly or view it on GitHubhttps://github.com/ValveSoftware/source-sdk-2013/issues/174#issuecomment-25741527 .
Is there any chance we could see the addition of the lighting OR Shadow mapping upgrades that were introduced in CS:GO ? I realize that this Sdk is the Half-life 2 branch and thus only supports the functionality of the half-life series games, However could we not see the inclusion of either of these as dormant features that mods could enable/include if they wanted? I can only guess, but I would assume the shadow mapping upgrades could be implemented without any effect on the Half-life games functionality? My guess would be that it is some kind of standalone ent like the global_light in alienswarm and thus wouldn’t be a pain to port. However please correct me if I am wrong.
As for the lighting upgrades, from what I can tell Vrad bakes a slight Ao onto the lightmap? Id assume this would be the deal breaker as bsp changes would probably break backwards compatibility? or maybe not I haven't tried to load old bsp's in Csgo. And it would probably also require at least a lot of Vrad and or engine changes. If you have the time could you at least look into how much work would be involved in porting either of these two features? I would be interested to know just how complicated it would be.
However if you don’t want to add either of these features to the current Sdk projects, would you consider releasing any of the relevant code or snippets of it? Or perhaps on the VDC ?
If not thanks for reading anyway!