Fake-CSM-Source-2013
Recreated env_cascade_light from CS GO based on env_projectedtexture and Real CSM GMod addon.
- It's not finished yet, but some basic functionality is already there. There are also some issues with lighting orientation, so if you get very strange lighting position behavior then try manually rotating it to the same position as light_environment. Also he have some problems with models.
This was written for Mapbase, so I'm not sure if it will work if you don't have mapbase
You can change csm settings in console, just type csm_.
If you know how to fix bugs or some visual shit dont be shy and tell me about it
| Game | Can Work |
|---|---|
| CSS | NO |
| Sdk 2013 SP | Yes |
| Sdk 2013 MP | Yes |
| Linux | looks like its not |
Here is video demonstration: https://www.youtube.com/watch?v=3ERKBZsuLR4 (Bad fps because i have bad pc, not because of lightning)
Right now im trying to make this work (or look) almost like actual CSM, so work in progress.
Features
- Partial compatibility with CSGO.
How to add this to your Source 2013 mod?
Copy client and server foldert to your "source code/game" folder, then find client_base/server_base.vpc files in these folders and add $Include "csm.vpc" to the top, open createallprojects.bat (or creategameprojects.bat) and add "-f" to the end of the line. After all this stuff you should launch your bat file.
if you can't compile the code then make sure you have lights.h in your project and it has this code:
class CEnvLight : public CLight
{
public:
DECLARE_CLASS(CEnvLight, CLight);
bool KeyValue(const char* szKeyName, const char* szValue);
void Spawn(void);
};
Then copy materials folder to the your mod folder.
Your mat_depthbias_shadowmap better should be 0.00001, mat_slopescaledepthbias_shadowmap should be 4 and r_flashlightdepthres should be more then 2048. Its only for better visual and you not literally should do that.
If you have r_flashlightdepthres 4096 then better change csm_filter to 0.5.
How to add this light in your map
Copy csm.fgd from fgd folder to bin folder in SDK Base 2013.
Add this fgd to your hammer.
Add env_cascade_light to the map and set it to the angle you want.
If you want to use the angle from light_environment then you need to set Use light_environment's angles to Yes and do some manipulation with your light_environment:
- Add any targetname to your light_environment
- Copy Pitch to second number of the Angle.
- Thats how it should looks like:
here is example
IF THIS IS WORKS BAD YOU NEED TO FIND RIGHT ANGLE BY YOURSELF!
If you have some problem or question
then go to the Discord server and describe the problem.

