yeah, and teach me your ways of dynamic lights :othis is so awesome, even on maps that used to lag me to the extremes i'm getting 60fps+ :D
dynamic lightsmore like projected textures [/commonname]anyway, just put a lamp in the right spot and you'll get a nice pretty effect.
r_flashlightdepthres used to be set by default to “the nearest power of 2 of the smallest side of your framebuffer size”. If your video resolution was 1920×1200, it would be set to 1024²; 1920×800 would result in 512², and 640×480 in 256². But things have changed, as you can now change the ConVar without it resetting itself as soon as the change is pushed. I do not recommend to change the resolution while you’re in a map as it once caused my computer to BSOD from an intense RAM overload. The maximum possible resolution is 4096².
r_projectedtexture_filter updates the filter size (i.e. how blurred the shadow is) of any projectedtexture which is not currently locked (the player’s flashlight can be locked via the ConVar r_flashlight_lock_position — maybe someone will exploit that one day, but I most likely won’t.) The filter size is not relative to the resolution, which means it should be reduced as the projectedtexture’s resolution goes up (and vice versa). A 4096²’s filter size will be around 0.3.
You should put these ConVars in your autoexec as they are not archived. There are two more of them to increase the accuracy, which is pretty low by default:mat_depthbias_shadowmap 0.0000005mat_slopescaledepthbias_shadowmap 2Depending on your graphics card (and the driver settings), this might cause artefacts to appear. In that case, simply raise the values! These work perfectly on my nVidia GeForce 9600GT.
wow that looks...really ugly.
I maxed out my graphics, what else should I do for better quality?
Wasnt me it said that on the topic. Edit: None of them work. They all have missing textures.