Garry's Mod

Garry's Mod

Soft Lamps
Showing 1-8 of 8 entries
Update: 2 Sep @ 11:11am

- This time here's a supposed fix to Soft Lamp Manager popping up without a specific lua keybind in utilities to open it

Update: 29 Aug @ 7:25am

- Fixed error related to opening Soft Lamp Manager through console, without having a key bound to toggling it on or off in Utilities tab

Apparently previous patchnotes also didn't mention that Soft Lamps have a toggle to enable/disable shadows in gameplay or rendering, well, now that's mentioned

Update: 28 Aug @ 1:21pm

- Fixed render issues with using multiple soft lamps

- Added "poster_uselampcount" which sets amount of lights that can be used per poster_soft render tick, can be set between 1-8, using more with lower flashlightdepthres renders can speed them up, but it'll make renders slower with higher depthres parameter.
poster_uselampcount <amount of lamps to use per tick = 1>

- Added experimental "poster_soft_v2" and "poster_lightbounce_v2", which mess around with some settings to see how they'll work. So far they only allow various post processing effects to show up in the render, though just like enabled poster_aa setting it causes color burn.
poster_soft_v2 <poster size> <poster split>
poster_lightbounce_v2 <light size> <light brightness> <poster size> <poster split>

- Added experimental "Split" parameter to lamps, which splits their lights horizontally and vertically. It is meant to be used with the square flashlight texture (not debug one, that one is buggy).

- Using poster_godrays will now set used lamps' "Split" and "Surface Shape" parameters to 1 for the render duration, as otherwise it takes too long and results didn't look too great anyway.

- poster_godrays now has a new 3rd parameter, which sets amount of "passes" for it to do - it defaults to 1 if unset, you can set it to be higher if usual renders result in "black lines" showing up, setting it to 5 should make them not appear.
poster_godrays <accuracy/amount of planes to use> <poster size> <godray passes = 1> <poster split = 0>

- Added Soft Lamp Manager and Soft Lamp Presets system by Divined.
softlamp_manager - toggles Soft Lamp Manager
softlamp_manager_test - debug console command which checks whether the manager is loaded, and reports soft lamp count
softlamp_manager_key <key number> - you don't have to use this, as it's set through UI. this sets and remembers which key will toggle the soft lamp manager panel

- Added features from Soft Lamp Controller by vlazed.
softlamps_bbox - set to 1 to enable drawing bounding box of Soft Lamps, can help find them better in the dark (Soft Lamp Manager also will highlight bbox of lamps panels of which you hover over)
softlamps_cycle - cycles through all Soft lamps and turns on their Heavylight state one at a time
softlamps_detorch - turns off all Heavylights
softlamps_toggle_gameplay <invert = 0> - toggles all Soft Lamp gameplay lights on or off, if invert = 1, will invert each lamp's current state rather than turn them all on/off
softlamps_count - shows count of Soft Lamp entities
lightspray_count - shows count of lightscans from Light Spray tool
lightbounce_count - shows count of lightscans from all scans (including scans from Soft Lamps)
lightbounce_save <savepath> - saves current lightbounce scans into save path relative to data/softlamps
lightbounce_load <loadpath> <append = 0> - loads lightbounce from saved file in data/softlamps/lightbounce, append = 0 - removes current lightbounce and replaces with new ones, append = 1 - add new lightbounce scans to the scene

- Removed "poster_extraframes" convar as it was causing issues, and seemed to not do anything useful.

- Added "Extra" settings to Soft Lamps, that being the Linear, Quadratic and Constant Attenuations.

- Adjusting Light Spray tool's delete radius will now also show a sphere preview of that radius for 2 seconds. Light Spray points are drawn over everything else, so it may still be hard to tell how close they are to you.

Update: 19 Apr, 2023 @ 12:01am

Fixed issue with soft lamps that didn't have orthographic properties breaking when being loaded in dupes/saves

Update: 18 Apr, 2023 @ 1:16pm

Fixed issue with light spray starting from wrong position if player wasn't crouched

Update: 18 Apr, 2023 @ 11:47am

Some quality of life additions, fixes for light spraying in maps other than gm_black, and orthographic light mode for no reason

Changelog:

- Added orthographic settings to soft lamps which can be found in their entity properties, and on the bottom of the tool's menu

- Added a property to set light's projected texture to something else by putting in a path to vtf texture

- Fixed issue with vtrace_scanner not being detected by client when loading into some maps + made it so using light sprayer would teleport scanner to player so it'll put calculations properly

- Light sprayer will automatically disable drawing effect prop rings when doing scans, and enable them back if they were enabled

- Doing lightbounce render will set r_flashlightdepthres to its required value during the render, and then set it back up (That would require to unpause your game, or else it'l stay at value that lightbounce poster requires if you render it again!)

- poster_soft and poster_godrays will ignore lamps that have turned off "enable" setting in heavylight category, as for some reason they did not do that before

Update: 31 Oct, 2021 @ 7:55am

Fixed issue with lightbounce always being white

Update: 1 Apr, 2020 @ 2:34pm

Initial addon creation.