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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 06-10-2007 05:36 PM           Profile   Send private message  E-mail  Edit post Reply with quote


ah I see. Thanks for clearing that up =)




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 08-03-2022 10:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Bump! sst13 still had this file, he is a true hero!

I put a little overview here: https://www.ferdinandlist.de/blog/idtec ... c_shadows/



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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 08-04-2022 03:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Very interesting. BTW small typo, you have oder instead of order




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-04-2022 03:35 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I didn't know something like this was possible. Definitely mind blowing. I can't quite understand how it works, but I might explore the map files at home and see how is it done, try different settings, different setups, etc. Maybe I'll be able to get into it. I don't think I'll ever use it though.



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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44132
PostPosted: 08-04-2022 12:30 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Impressive. Curious that this hasn't found its way into more maps.




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Timed Out
Timed Out
Joined: 02 Aug 2000
Posts: 38063
PostPosted: 08-04-2022 02:13 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I remember this from back when that concept map came out with the swinging cross. The main barrier to implementing it is it's a big hassle to put together and has some fairly severe limitations (needs a stark single light source, entire shadow area must be inaccessible to players, looks wonky from extreme angles).
If I remember correctly it's a riff on how cel shading was accomplished (an automatic offset around existing model geometry and then using the depth pass to 'draw' the outline between the offset volume and inner model volume).




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 08-04-2022 09:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


I have also been thinking about a use case for this, it's tough, maybe it could be interesting if you have something like moving platforms in your map. Other than that, I struggle to come up with something.

Thanks fkd for pointing out the typo! I will fix it the next time I update the site.



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The Afflicted
The Afflicted
Joined: 27 Mar 2002
Posts: 793
PostPosted: 09-17-2022 10:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


I was there Gandalf. I was there seven-teen years ago. I was there when the post was written. :)

This is a blast from the past. I still remember writing the first post all those years ago.

I've updated the links on the first post to point to my Github account. There are some other maps on there too.




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