http://www.leadwerks.com/Singularity301.zip (1.6 mb, no .exe)
The source is free to use for any purpose, but any modification of the source must be made available to the public, unless I agree otherwise.
This version adds projector shadows (very beta) and three weapons. To access the pulse rifle, you must purchase the "auto-shotgun" model from metalearth.com.
The projector shadows work by projecting a pyramid out from a point entity, and recontructing a shadow mesh from the pieces of the level that this pyramid slices out. Vertex texture coordinates don't seem to be assigning quite right, and the shadow is bent in some places. Back-facing surfaces are not yet removed. Once these issues are resolved, shadow effects will be applied to the weapons, so that when you walk into a shadowed area, the shadow is projected onto your weapon. Hopefully members of the community will help refine this routine.
I am very happy with the look and feel of the weapons I have done, though the arc welder impact marks could use something more. I was thinking it would be cool to have a display like the rocket launcher has, but bigger, on a sniper rifle scope. There could be a level where the lights go out, and all you have to rely on is a full-bright sniper scope in a really dark area.
The floating platforms were something I added just for rocket-jumping fun. I still haven't made it to the top. In case you're unfamiliar with the technique, you point your gun at the ground, and jump and shoot at about the same time, jumping just a little bit first. The rocket launcher will also repel you in mid-air, so you can use that if you overshoot your target.
The source is free to use for any purpose, but any modification of the source must be made available to the public, unless I agree otherwise.
This version adds projector shadows (very beta) and three weapons. To access the pulse rifle, you must purchase the "auto-shotgun" model from metalearth.com.
The projector shadows work by projecting a pyramid out from a point entity, and recontructing a shadow mesh from the pieces of the level that this pyramid slices out. Vertex texture coordinates don't seem to be assigning quite right, and the shadow is bent in some places. Back-facing surfaces are not yet removed. Once these issues are resolved, shadow effects will be applied to the weapons, so that when you walk into a shadowed area, the shadow is projected onto your weapon. Hopefully members of the community will help refine this routine.
I am very happy with the look and feel of the weapons I have done, though the arc welder impact marks could use something more. I was thinking it would be cool to have a display like the rocket launcher has, but bigger, on a sniper rifle scope. There could be a level where the lights go out, and all you have to rely on is a full-bright sniper scope in a really dark area.
The floating platforms were something I added just for rocket-jumping fun. I still haven't made it to the top. In case you're unfamiliar with the technique, you point your gun at the ground, and jump and shoot at about the same time, jumping just a little bit first. The rocket launcher will also repel you in mid-air, so you can use that if you overshoot your target.