• INFRA -A Portal2 mod
    314 replies, posted
[QUOTE=Ollih;33970184]last time i checked real life had shadows[/QUOTE] With how even the lighting is there it's possible that you wouldn't see shadows as obviously
You'd still see minor shadows. Also, the occasional unmanageable oil stain or lonely cheeto.
Update! [url]http://www.moddb.com/mods/infra[/url] [IMG]http://media.moddb.com/images/mods/1/19/18531/infra_c6_m1_metro0006.jpg[/IMG]
The storyline could use some slight tweaking, but the graphics, If you think about it, it almost can be comparable to BF3, though its not really too close. This mod looks great from here, and it does have some potential, if you add some interesting gameplay mechanics like repairing.
[QUOTE=oskutin;34081139]Update! [url]http://www.moddb.com/mods/infra[/url] [IMG]http://media.moddb.com/images/mods/1/19/18531/infra_c6_m1_metro0006.jpg[/IMG][/QUOTE] Objects need self-shadowing badly here. The brushwork does, too; the way those stairs have a very stark contrast to the ground below it give a sense of fakeness.
Fixed those stairs. And those unskinned props are missing AO. [editline]7th January 2012[/editline] [QUOTE=calebc789;34087990]The storyline could use some slight tweaking, but the graphics, If you think about it, it almost can be comparable to BF3, though its not really too close. This mod looks great from here, and it does have some potential, if you add some interesting gameplay mechanics like repairing.[/QUOTE] You don't even know the storyline :v:
[url]http://www.bbc.co.uk/news/magazine-16467357[/url] [QUOTE]Mr Denin said a large proportion of the city's infrastructure was not in top condition: "We have to start rebuilding things because otherwise this could happen again."[/QUOTE]
[QUOTE=oskutin;34148214][url]http://www.bbc.co.uk/news/magazine-16467357[/url][/QUOTE] Your ARGs are seriously top notch
I just realized how different this mod is from anything else.
[url]http://io9.com/5662593/the-us-electrical-grid-is-too-crappy-to-be-vulnerable-to-terrorist-attack-say-physicists[/url]
[QUOTE=oskutin;34162923][url]http://io9.com/5662593/the-us-electrical-grid-is-too-crappy-to-be-vulnerable-to-terrorist-attack-say-physicists[/url][/QUOTE] That's kind of depressing
This mod has the most [b]real[/b]istic ARGs.
If you need music, I can write. Just pm me
I can drum too I make the phat beats
We already have a composer.
Who is the 'composer' mind me asking?
[QUOTE=Jukka K;34274755]We already have a composer.[/QUOTE] where do i put my phat beats
[QUOTE=redBadger;34280095]Who is the 'composer' mind me asking?[/QUOTE] [url]http://www.moddb.com/members/frogumm[/url]
Update: [url]http://www.moddb.com/mods/infra/news/january-media-update-2[/url]
[img]http://media.moddb.com/images/mods/1/19/18531/sawmill.jpg[/img] Something about this image is off. That light needs to be a little less bright (it's an abandoned sawmill, it could even be flickering or off), things look a little too clean and new, such as the fridge (i think, i'm not a sawmill expert) and the stack of wood planks. The textures are fantastic; though, they could use some dirtying up. [editline]22nd January 2012[/editline] Even adding some spiderwebs could make the scene more believable.
[QUOTE=Meatpuppet;34341175][img]http://media.moddb.com/images/mods/1/19/18531/sawmill.jpg[/img] Something about this image is off. That light needs to be a little less bright (it's an abandoned sawmill, it could even be flickering or off), things look a little too clean and new, such as the fridge (i think, i'm not a sawmill expert) and the stack of wood planks. The textures are fantastic; though, they could use some dirtying up. [editline]22nd January 2012[/editline] Even adding some spiderwebs could make the scene more believable.[/QUOTE] It's not a fridge, it's a locker. It's made of aluminium which doesn't rust in dry conditions. I agree about dirtying it up and adding spiderwebs, someone mentioned adding sawdust to the floor in MODDB which is also a good idea.
That looks like a storage room, so I say splinters instead of sawdust.
Well I'd say some sawdust that peeled off from those boards in the corner, but not too excessive. And maybe enough where it makes a path from where they were moved.
Those screenshots are gorgeous! Looking forward to this!
Those brick textures outside could use some work. Other than that and what people have mentioned above, its fantastic.
Sorry, no update this week :/
[QUOTE=Meatpuppet;34341175][img]http://media.moddb.com/images/mods/1/19/18531/sawmill.jpg[/img] Something about this image is off. That light needs to be a little less bright (it's an abandoned sawmill, it could even be flickering or off), things look a little too clean and new, such as the fridge (i think, i'm not a sawmill expert) and the stack of wood planks. The textures are fantastic; though, they could use some dirtying up. [editline]22nd January 2012[/editline] Even adding some spiderwebs could make the scene more believable.[/QUOTE] Is it just me or does this scene look a bit "cartoony"? Reminds me alot about TF2 in fact, unless it's meant to be so, ofcourse. Edit: The cabinet especially and those boxes look almost cell shaded to me.
[QUOTE=Falchion;34546922]Is it just me or does this scene look a bit "cartoony"? Reminds me alot about TF2 in fact, unless it's meant to be so, ofcourse. Edit: The cabinet especially and those boxes look almost cell shaded to me.[/QUOTE] Its because the boxes are a little too perfect, the edges are completely even. Also, it looks as-if the textures don't have normalmaps (Hint; use SSbump maps)
[QUOTE=glitchvid;34549790]Its because the boxes are a little too perfect, the edges are completely even. Also, it looks as-if the textures don't have normalmaps (Hint; use SSbump maps)[/QUOTE] Too bad it is only supported on LightmappedGeneric and WorldVertexTransition materials and not on the VertexLitGeneric we need for models.
[QUOTE=diwako;34573612]Too bad it is only supported on LightmappedGeneric and WorldVertexTransition materials and not on the VertexLitGeneric we need for models.[/QUOTE] We could add custom shaders to enable that.
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