Source sdk player shadow
Quote from Thehungrycore on November 1, 2012, 5:28 pmI'm not sure if i have posted this in the right section, but if anyone could answer this only question.
Is there any way to get the player shadow in portal, or will i end up coding everything?
I'm not sure if i have posted this in the right section, but if anyone could answer this only question.
Is there any way to get the player shadow in portal, or will i end up coding everything?
Quote from UsCobra11 on November 1, 2012, 6:57 pmYou can make shadows with light. Try using an env_projected_texture. This light entity can create nice looking shadows. You can also mess around with a shadow_control entity.
You can make shadows with light. Try using an env_projected_texture. This light entity can create nice looking shadows. You can also mess around with a shadow_control entity.
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
Quote from ChickenMobile on November 2, 2012, 8:25 pmUsCobra11 wrote:You can make shadows with light. Try using an env_projected_texture. This light entity can create nice looking shadows. You can also mess around with a shadow_control entity.I thought the players couldn't see their shadows whatsoever unless they were in thirdperson view.
I thought the players couldn't see their shadows whatsoever unless they were in thirdperson view.
Quote from Lpfreaky90 on November 2, 2012, 8:37 pmChickenMobile wrote:UsCobra11 wrote:You can make shadows with light. Try using an env_projected_texture. This light entity can create nice looking shadows. You can also mess around with a shadow_control entity.I thought the players couldn't see their shadows whatsoever unless they were in thirdperson view.
nor can players see their own reflections in first person.
I thought the players couldn't see their shadows whatsoever unless they were in thirdperson view.
nor can players see their own reflections in first person.
Quote from UsCobra11 on November 2, 2012, 8:57 pmHmm. I'm not sure then. I don't think it's that important of a thing, though.
Hmm. I'm not sure then. I don't think it's that important of a thing, though.
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
Quote from Sprowl on November 2, 2012, 9:21 pmThere are two things I can say to that topic:
First: sometimes I see real shadows on my portalgun from an env_projectedtexture like it does in CS:GO. I don't why this happens, but it does sometimes.
Second: You could turn on the thirdpersonview and move the camera to a first-person view (should be possible somehow). Or you could use a point_viewproxy (the same entity was used in the container scene at the beginning of the game). I don't know if you see yourself while using it, but it's worth a try.
There are two things I can say to that topic:
First: sometimes I see real shadows on my portalgun from an env_projectedtexture like it does in CS:GO. I don't why this happens, but it does sometimes.
Second: You could turn on the thirdpersonview and move the camera to a first-person view (should be possible somehow). Or you could use a point_viewproxy (the same entity was used in the container scene at the beginning of the game). I don't know if you see yourself while using it, but it's worth a try.
Quote from greykarel on November 12, 2012, 11:31 amSexy shadow, ain't it?
There's a workaround to have the player shadow in firstperson. Just attach chell model to info_player_start and in logic_auto set OnMapSpawn >> chell >> SetParent >> !player. In model properties set minimum fade out distance. This way env_projected_texture will cast model's shadow. Though the shadow has no portalgun.
Sexy shadow, ain't it?
There's a workaround to have the player shadow in firstperson. Just attach chell model to info_player_start and in logic_auto set OnMapSpawn >> chell >> SetParent >> !player. In model properties set minimum fade out distance. This way env_projected_texture will cast model's shadow. Though the shadow has no portalgun.