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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)
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 )
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?!
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 :/
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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
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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;/ then i must try to remake hl2 shadows
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.
HAWK0044 delay davai!!!
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