Yeah pretty much as far as I can see, haven't played crysis yet so don't know for sure, but COD4 definitiely does it this way (judging by the huge pixelated shadows).
On Nov 12, 2007 12:28 PM, Minh <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Ah cool, thanks for clearing that up.. The pics are great, btw That's quite > an ecclectic collection. > So this technique is identical to the one used in games such as Crysis and > Call of Duty 4? > > > ----- Original Message ----- > From: "Garry Newman" <[EMAIL PROTECTED]> > To: <hlcoders@list.valvesoftware.com> > > Sent: Monday, November 12, 2007 1:59 AM > Subject: Re: [hlcoders] Self Shadowing on models > > > > It's standard shadow mapping, http://en.wikipedia.org/wiki/Shadow_mapping > > > > It performs pretty good on my system, I've had 8 going with acceptable > > frame rates (but only in a kind of box map).. I have a geforce 8800 > > gtx tho~ > > > > Some shots here (you can change the texture it uses now too) > > > > http://www.garry.tv/img/?b=GMod2007//5th%20Novembgerer > > > > > > garry > > > > On Nov 12, 2007 5:41 AM, Minh <[EMAIL PROTECTED]> wrote: > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> oh groovus.. that does look totally dish. > >> I reckon it's to be used sparingly though.. Can someone from Valve > >> comment > >> on the rendering cost of using these dynamic shadowing techniques? > >> I imagine it must be pretty expensive because it was only used in the > >> flashlight for EP2 and not any other light sources. > >> > >> ----- Original Message ----- > >> From: "Christopher Harris" <[EMAIL PROTECTED]> > >> To: <hlcoders@list.valvesoftware.com> > >> > >> Sent: Sunday, November 11, 2007 5:42 PM > >> Subject: Re: [hlcoders] Self Shadowing on models > >> > >> > >> > Yes, use the flashlight to do it. > >> > > >> > http://www.hl2world.com/bbs/look-mah-no-flashlight-now-with-map-on-page-3-vt48554.html > >> > ----- Original Message ----- > >> > From: "Minh" <[EMAIL PROTECTED]> > >> > To: <hlcoders@list.valvesoftware.com> > >> > Sent: Sunday, November 11, 2007 8:14 PM > >> > Subject: [hlcoders] Self Shadowing on models > >> > > >> > > >> >> -- > >> >> [ Picked text/plain from multipart/alternative ] > >> >> I'm not sure if i noticed it or not while playing through EP2 but > >> >> does > >> >> the new EP2 engine support self-shadowing on models? > >> >> I just played Call of Duty 4 and was impressed with the self shadowing > >> >> done > >> >> on the prop models and player models. > >> >> > >> >> It'd be great if we could have self shadowing for our prop models > >> >> (especially static prop models) and character models. > >> >> > >> >> -- > >> >> > >> >> _______________________________________________ > >> >> To unsubscribe, edit your list preferences, or view the list archives, > >> >> please visit: > >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >> > >> > > >> > > >> > _______________________________________________ > >> > To unsubscribe, edit your list preferences, or view the list archives, > >> > please visit: > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > >> > >> -- > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders