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- Half-Life SDK (https://hlfx.ru/forum/forumdisplay.php?forumid=8)
-- Type of shadows in hlfx (https://hlfx.ru/forum/showthread.php?threadid=3079)


Отправлено daku 01-11-2011 в 19:49:

Half-Life Type of shadows in hlfx

Hi everyone, i want to know what type of shadows are used in hlfx

shadow volume
shadow mapping
, maybe it's generated from map (not coding)

i'm writing mod similar to counter-strike 1.6 http://cs-uf.eu and i want to make it better than oryginal cs but i know it is very hard to do.

i make buzer shadows, and it works but after i install 9 way blending code shadows make crazy :/ if player don't hold any weapon shadow looking good but if player pickup e.g. mp5 then weapon shadow is crazy and it look unrealistic.
under topic, i want to go down first person camera, it is possible ??if 2 players stay in close, if one of they is me and i'm in first person mode then second player head looking is it on my chest height ( player camera is higher than player body )


Отправлено HAWK0044 01-11-2011 в 20:29:

I seen this problem, when use 9 way blending, don't know how fix this
I see your mod coded by copy-past?


Mod powered on arrangament?! WTF , man?!


Отправлено daku 01-11-2011 в 20:48:

Mod powered by arrangement ( SysOp help me of i have a trouble )

no i dot copy/paste, i read the code and try to write it by myself, buzer shadows are good but not in 9 way blending code :/


Отправлено XaeroX 02-11-2011 в 01:20:

Цитата:
daku писал:
i want to know what type of shadows are used in hlfx

it depends on hlfx version
there are shadow maps in hlfx 0.5, and projective geometry with rendering to texture in hlfx 0.6

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Отправлено daku 02-11-2011 в 07:34:

I will try to make it xD ( shadows from 0.6 version ) but it's to hard to me. i'll try use part of buzer shadows and remake it to shadow mapping or shadow volume + glsl


Отправлено XaeroX 02-11-2011 в 08:27:

BUzer's shadows are shadow volumes actually.
HLFX 0.6 style shadows are visually comparative with hl2 shadows, but as for the code i'm not aware of them.

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Отправлено daku 02-11-2011 в 08:41:

;/ then i must try to remake hl2 shadows


Отправлено HAWK0044 02-11-2011 в 14:18:

daku
shadow maps is hard for me , too.
I try to make it two times, but i don't can make it (ne pozubam)

I know , i must use two pass (normal and shadow) for render to shadow depth map, you can use new refdef (based on V_CalcNormalRefdef, for example) , and render this to texture.


Отправлено Дядя Миша 02-11-2011 в 16:27:

HAWK0044 delay davai!!!

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Цитата:

C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'


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