• Duke Nukem Forever
    540 replies, posted
[QUOTE=RikohZX;30627016]Man, for the way they handled the camera system (technically ARMA-style, with the camera attached to the head and the player's animations all carefully done to fit it), they really cut the detail on the back ends of the weapons. Like the Freeze Ray - the front parts that you'll always see are really high quality, and then the back parts that you'd never normally see are really low-quality. :saddowns:[/QUOTE] Pretty much like valve did with the hl2 viewmodels.
[QUOTE=Jvs;30629741]Pretty much like valve did with the hl2 viewmodels.[/QUOTE] Except, you know, those were seperate from world models. [editline]22nd June 2011[/editline] [QUOTE=jason278;30626922]Alright [b]Edit[/b] Playing around with the phong lines, it seems the higher it is the less phong and the lower it is the more phong it gets. Anyways, hows this look for the Freeze ray or does it look the same? [url=http://uppix.net/b/0/6/f11bc56889ad11558e9077988b72a.html][img]http://uppix.net/b/0/6/f11bc56889ad11558e9077988b72a.png[/img][/url][/QUOTE] Looks the same, tone it down more so its noticable but not plastic-looking. [editline]22nd June 2011[/editline] Also, not really, all of valves games use third person models yes, but the viewmodels are highly detailed, seperate models that only you can see, and they make the player model invisible to you during gameplay (except for L4D1's legs)
[QUOTE=AaronM202;30636778]Except, you know, those were seperate from world models. [editline]22nd June 2011[/editline] Looks the same, tone it down more so its noticable but not plastic-looking. [editline]22nd June 2011[/editline] Also, not really, all of valves games use third person models yes, but the viewmodels are highly detailed, seperate models that only you can see, and they make the player model invisible to you during gameplay (except for L4D1's legs)[/QUOTE] Christ, I can't get this right [url=http://uppix.net/f/2/0/33d035acb11dcd2d13ca5c98ec5db.html][img]http://uppix.net/f/2/0/33d035acb11dcd2d13ca5c98ec5db.png[/img][/url]
[QUOTE=jason278;30637787]Christ, I can't get this right [url=http://uppix.net/f/2/0/33d035acb11dcd2d13ca5c98ec5db.html][img]http://uppix.net/f/2/0/33d035acb11dcd2d13ca5c98ec5db.png[/img][/url][/QUOTE] That looks good.
[QUOTE=AaronM202;30638265]That looks good.[/QUOTE] Ok, I tried toning down the Ripper and shotgun too [url=http://uppix.net/7/d/c/4d3755f9cc1ea4108ed92330fe7a3.html][img]http://uppix.net/7/d/c/4d3755f9cc1ea4108ed92330fe7a3.png[/img][/url] [url=http://uppix.net/d/7/9/841f8544d4999d9f7ae84bf87b7af.html][img]http://uppix.net/d/7/9/841f8544d4999d9f7ae84bf87b7af.png[/img][/url]
Shotgun looks good, ripper looks like plastic wrapped in plastic and dipped in lube.
[QUOTE=AaronM202;30638879]Shotgun looks good, ripper looks like plastic wrapped in plastic and dipped in lube.[/QUOTE] I'm trying to push up the phongexponent so I can get it to look right but it just remains the same, unlike the freeze ray and shotgun
[QUOTE=jason278;30639687]I'm trying to push up the phongexponent so I can get it to look right but it just remains the same, unlike the freeze ray and shotgun[/QUOTE] Phong Exponent just affects the tightness of the shine; higher number = smaller, brighter shine, while smaller number = wider, dimmer shine. After a point (usually around 80) the shine doesn't get much smaller until it is around 200. Use it in conjunction with Phong Boost (higher number = brighter, lower = dimmer) until you find something good. http://developer.valvesoftware.com/wiki/$phong
Damn, great job. This is going to be awesome. Wonder if it's possible to make a white board entity... Oh and, Jason, I've always wondered something. Did you make your personal model or did someone else make it for you?
[QUOTE=UntouchedShadow;30643255]Damn, great job. This is going to be awesome. Wonder if it's possible to make a white board entity... Oh and, Jason, I've always wondered something. Did you make your personal model or did someone else make it for you?[/QUOTE] Someone else made it for me [QUOTE=Squiddy;30642859]Phong Exponent just affects the tightness of the shine; higher number = smaller, brighter shine, while smaller number = wider, dimmer shine. After a point (usually around 80) the shine doesn't get much smaller until it is around 200. Use it in conjunction with Phong Boost (higher number = brighter, lower = dimmer) until you find something good. http://developer.valvesoftware.com/wiki/$phong[/QUOTE] Thanks, I'll look into it
[QUOTE=jason278;30643993]Someone else made it for me[/quote] Who was it? I've been wanting a personal model. (Chances are though that I'll get a "no" and I'll have to end up making one myself some how)
[QUOTE=UntouchedShadow;30646630]Who was it? I've been wanting a personal model. (Chances are though that I'll get a "no" and I'll have to end up making one myself some how)[/QUOTE] Well Dean (A Big Ass) did the skin for me and Enhanced_AI hacked the mask Dean hates personal skins now apparently and Enhanced is done with Gmod
[url=http://uppix.net/7/3/e/a60fa5b6de9bd5866d7f45d7cf3a4.html][img]http://uppix.net/7/3/e/a60fa5b6de9bd5866d7f45d7cf3a4.png[/img][/url]
[QUOTE=Squiddy;30642859]Use it in conjunction with Phong Boost (higher number = brighter, lower = dimmer) until you find something good. [/QUOTE] Phong boost doesn't determine the overall brightness of the phong. You need a proper map in the alpha channel of the normal map in order to really control brightness. With most guns (and metal for that matter), you want a broad shine rather than a tight shine when it comes to phong. A high exponent looks good for little details like scratches and whatnot, but having it all over the texture makes it look wet. I'd also look in to making exponent maps to control that.
[QUOTE=nubblecakes;30652137]Phong boost doesn't determine the overall brightness of the phong. You need a proper map in the alpha channel of the normal map in order to really control brightness.[/QUOTE] Forgot to mention that, but he's already got that covered by the looks of it. A flat white alpha in the normal usually looks much... ickier than that.
[url=http://uppix.net/9/8/9/26782aaeaec0b78db2903cf563acc.html][img]http://uppix.net/9/8/9/26782aaeaec0b78db2903cf563acc.png[/img][/url]
[QUOTE=jason278;30637787]Christ, I can't get this right [url=http://uppix.net/f/2/0/33d035acb11dcd2d13ca5c98ec5db.html][img]http://uppix.net/f/2/0/33d035acb11dcd2d13ca5c98ec5db.png[/img][/url][/QUOTE] You want sharp specularity on the scratched surfaces, as well as have it somewhat brighter. And you'll want somewhat smoother, duller on the painted ones. If there's no direct spec map just make it off the diffuse - use the yellow for a darker base, with making the scratches brighter.
This all sounds like to much, I'm just going to remove the phong and leave it as it is
[QUOTE=jason278;30663670][url=http://uppix.net/9/8/9/26782aaeaec0b78db2903cf563acc.html][img]http://uppix.net/9/8/9/26782aaeaec0b78db2903cf563acc.png[/img][/url][/QUOTE] I see Postal 2 here. that guy know what to play
Nothing to report for the past 7 hours?
[QUOTE=VenomousBeetle;30675066]Nothing to report for the past 7 hours?[/QUOTE] Maybe he's sleeping or having a life?
[QUOTE=Jericho_Rus;30676231]Maybe he's sleeping or having a life?[/QUOTE] Have a life? What does it mean?
[QUOTE=jason278;30663901]This all sounds like to much, I'm just going to remove the phong and leave it as it is[/QUOTE] It really isn't that difficult...you basically just need to make a grayscale specular that you put in the alpha channel of the normal map to control phong intensity, and another grayscale texture that controls the exponent. Darker means broader shine, while lighter means tighter shine. Simple as that.
[QUOTE=nubblecakes;30681893]It really isn't that difficult...you basically just need to make a grayscale specular that you put in the alpha channel of the normal map to control phong intensity, and another grayscale texture that controls the exponent. Darker means broader shine, while lighter means tighter shine. Simple as that.[/QUOTE] I couldn't understand most of that. Man, I'm missing out on alot.
[QUOTE=Kennyman1;30681977]I couldn't understand most of that. Man, I'm missing out on alot.[/QUOTE] dark mean shiny white mean small shiny
[QUOTE=Jericho_Rus;30676231]Maybe he's sleeping or having a life?[/QUOTE] Maybe you don't need to make me sound like an ass. I was trying to move the thread forward. Also, murphy7 is doing more than "having a life" "sleeping" [url]http://picupload.org/i/6101ce375001.jpg[/url] [QUOTE=Corndog Ninja;30683854]Hey everybody, I have a [B]blast from the past[/B] request! Remember these joindate medals I concepted? [img]http://img19.imageshack.us/img19/4456/medalsip.png[/img] So here's the status: murphy7 modeled, unwrapped, and textured them. There's just one thing I don't like about his UVs: they're not set up to support different class logos. Murphy gave me the files before he dropped off the earth a while back... would anyone be willing to re-uv or otherwise help out? I have the files, just comment if you want 'em.[/QUOTE] [editline]24th June 2011[/editline] So unless murphy can make models of quality in his sleep, back off.
Hey guys look what i found in the Porting thread. [img]http://dl.dropbox.com/u/16145629/Gmod/AssaultTroopersTestSmall.jpg[/img]
that's sweet! and to whom is porting duke, hows it going?
Who's porting the girls you mean? :smugdog:
[QUOTE=AaronM202;30735197]Hey guys look what i found in the Porting thread. [img]http://dl.dropbox.com/u/16145629/Gmod/AssaultTroopersTestSmall.jpg[/img][/QUOTE] Link to post?
Sorry, you need to Log In to post a reply to this thread.