Search it up on youtube. There's still a res file called "BoxRocket" which
was Valve's internal name for it in L4D. (\Resource)

I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
wrong or what. Will continue to tinker with it.

However, using dynamic_light, I can get this:
http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png

Which looks pretty good. However if you get too close to the light source
you see it lighting per-vertex (Triangle face?) and becomes really jagged.
Probably a setting.

Also anyone know what mat_softwarelighting 1 does? It makes the model not be
lit by my dynamic light, and makes other lights only effect it to some
extent.

On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets <idr...@hotmail.com> wrote:

>
> How exciting!  I would love to tinker with those tools.  Thanks for that
> image, I had no idea there was any public info on it.
>
> -Kohan
>
>
>
> > From: lord.matt.hoff...@gmail.com
> > Date: Sun, 12 Jul 2009 22:09:14 -0700
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> >
> > Well I wager they need to release it. I know it exists:
> > http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> >
> > It was in the TF2 beta I think, there's youtube videos of people claiming
> to
> > use it.
> >
> > A steampost by Eram (Steam forums Moderator) claims that "...The tools
> will
> > be released after the final meet the team video."
> >
> > However, this doesn't take Valve time into it's account... And I like my
> own
> > ways.
> >
> > I'm looking into both the light_dynamic entity (Looks pretty broken) and
> the
> > EP2 scene.
> >
> > On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets <idr...@hotmail.com>
> wrote:
> >
> > >
> > > Episode 2 does have self-shadowing, so it's definitely possible.
> > >  Nevertheless, I'm just about positive that none of the Meet the Team
> videos
> > > were done using the conventional Source engine.  I wager that they have
> > > their own special utility for making such high-quality videos.
> > >
> > > -Kohan
> > >
> > >
> > >
> > > > From: lord.matt.hoff...@gmail.com
> > > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > > >
> > > > I've noticed that none of the models in the Source engine self
> shadow.
> > > (As
> > > > in cast a shadow on themselves,  caused by themselves)
> > > >
> > > > A good example of this would be from Meet the Spy:
> > > >
> > >
> https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > > >
> > > > As you can see the soldiers arms are shadowing on him, so is his
> shotgun.
> > > > Even his collar casts a shadow (And it doesn't suck).
> > > >
> > > > Is there anyway we can do something like this? Preferably without any
> new
> > > > code or shaders (Eg. So it will work in TF2)
> > > >
> > > > I don't want them for anything realtime or player models running
> around,
> > > so
> > > > preformance isn't an issue.
> > > >
> > > > Thanks!
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > >
> > > _________________________________________________________________
> > > Windows Live™: Keep your life in sync.
> > >
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > > _______________________________________________
> > > 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
> >
>
> _________________________________________________________________
> Lauren found her dream laptop. Find the PC that’s right for you.
> http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290
> _______________________________________________
> 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

Reply via email to