Much better, ty.Gary wrote:I could go on and on about dynamic shadows... but no...
Simplest way I can say it:
Env_projectedtexture = A light that uses a texture to store shadow information in real time.
HL2:EP2 used env_projectedtexture for the flashlight and some GMAN scenes. Now as of the engine update, all half life games use it for flashlights(no idea about HL1).
Left 4 Dead(2, maybe 1) uses env_projectedtextures for flashlights, muzzle flashes and that light shinning down on you during player interactions(Healing or when an enemy grabs you). There is never more then one active(for example: muzzle flashes deactivate the flashlight for the duration of the flash).
Portal 2 appears have improved precision of their shadow texture. Portal 2 uses env_projectedtextures for the lighting of some rooms and Wheatley's flashlight. Never more then one at a time is ever active, trying to turn one on will turn off the one that is already on.
This is about as dumbed down as I can get it, hell, I though the chunk of text I wrote before was simple enough...
Half Life: Source as it should of been
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- npc_hovering_assassin
- Posts: 298
- Joined: Thu Apr 15, 2010 3:46 am
- Location: Las Vegas, Nevada
Re: Half Life: Source as it should of been
Oh, don't be such a baby. Episode 3 will come out.
*Turns to Archimedes*
No it won't.
*Turns to Archimedes*
No it won't.