It looks like someone dumped a bunch of water on Barney and Gman's heads
[QUOTE=Conro101;38622184]It looks like someone dumped a bunch of water on Barney and Gman's heads[/QUOTE]
They both need work done to their phong exponent maps. They're 100% white right now.
Are you gonna replace the current magnum sounds?
The one in the video sounds like a weapon from Doom.
[QUOTE=1/4 Life;38622051]Shaders are all done.
[img_thumb]http://i.cubeupload.com/hQkb3n.jpg[/img_thumb]
[/QUOTE]
I'm not quite digging the apparent unsharp mask.
GMAN is perfect. I love how his face adjust perfectly with the light. Have to be the first time I see a character in a game fit a dim room.
[IMG]http://cloud-2.steampowered.com/ugc/560959774297048173/224A8B3AC4C9A8BBE7F5E28975E5CCB0A0C4EF4E/[/IMG]
What should I call it? "Enable FXAA" or just "FXAA"?
[QUOTE=Ken Chan;38651062][IMG]http://cloud-2.steampowered.com/ugc/560959774297048173/224A8B3AC4C9A8BBE7F5E28975E5CCB0A0C4EF4E/[/IMG]
What should I call it? "Enable FXAA" or just "FXAA"?[/QUOTE]You should make it a drop-down menu just like the rest and the options Enable and Disabled. [del]Also, mind explaining what the FXAA actually does and how it's related to MSAA?[/del] Never mind, a quick Google search explain it fairly well.
[QUOTE=Bumbanut;38651700]You should make it a drop-down menu just like the rest and the options Enable and Disabled. [del]Also, mind explaining what the FXAA actually does and how it's related to MSAA?[/del] Never mind, a quick Google search explain it fairly well.[/QUOTE]
FXAA can be combined with Hardware(?) AAs, as I know.
Any chance of implanting SMAA? Personally I think it does a better job then FXAA.
[img_thumb]http://i.cubeupload.com/nLsRtv.jpg[/img_thumb]
Final skin shader. My job is complete.
Her neck is using the stock vertexlit shader, so you can use that for a color comparison. It looks plastic compared to her face now.
that is one shiny ear
[editline]30th November 2012[/editline]
I'm assuming the face is the only part with the right shader
[QUOTE=Barbarian887;38657975]that is one shiny ear
[editline]30th November 2012[/editline]
I'm assuming the face is the only part with the right shader[/QUOTE]
Correct.
[QUOTE=Barbarian887;38657975]that is one shiny ear
[editline]30th November 2012[/editline]
I'm assuming the face is the only part with the right shader[/QUOTE]
Yes, though the ear is included in the face texture, so it's effected too, though it still needs another alpha to make some of the areas less shiny.
[QUOTE=Ken Chan;38663851][IMG]http://cloud.steampowered.com/ugc/560959774313380519/07B36BF0ADA600977D7BD587836A2EBC7D980555/[/IMG]
Blurrrryyyyyyyy[/QUOTE]
If it weren't for the low-res textures, it would totally look like a current-gen AAA game :v:.
It's funny how much shaders mask the graphical imperfection of the game.
ugh the Far Cry 3 like ambient occlusion on the grav gun
and what's up with the fence?
[QUOTE=Yourself;38665634]ugh the Far Cry 3 like ambient occlusion on the grav gun
and what's up with the fence?[/QUOTE]
Bad anti-aliasing or transparency.
[QUOTE=Ken Chan;38663851][IMG]http://cloud.steampowered.com/ugc/560959774313380519/07B36BF0ADA600977D7BD587836A2EBC7D980555/[/IMG]
Blurrrryyyyyyyy[/QUOTE]
Remove the SSAO. Source's depth-buffer is too small for it.
[QUOTE=Foda;38669264]Remove the SSAO. Source's depth-buffer is too small for it.[/QUOTE]
Anyway we can increase that? To be honest I don't even know what that is, but I'd HATE to lose the SSAO effect.
[QUOTE=Medevilae;38671744]SSAO doesn't look too great in HL2. If you really want an SSAO shader, just use ENB.[/QUOTE]
I'd do ANYTHING rather then use those horrible shaders. No offense to anyone but I hate both how the effects look and the horrible performance hit from it.
Unless you guys are going to upgrade from an 8-bit buffer, I would suggest not doing SSAO either. 16bit is AT LEAST minimum, but I guess that depends on if you made a better radius handler for the ao occlusion itself.
I wish I could understand any of whats being said in there :downs:
[QUOTE=Barbarian887;38673280]I wish I could understand any of whats being said in there :downs:[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Depth_buffer[/url]
Depth buffer is basically virtual screen depth.
[editline]2nd December 2012[/editline]
Oh ok
[QUOTE=Medevilae;38676607]City 17: Episode 1 is going to be releasing their "shaders, particles, materials, models, etc." this month. They should be integrated.
[URL]http://www.moddb.com/mods/city-17-episode-1/news/c17sstatus[/URL][/QUOTE]
I think 1/4 Life has already integrated a few of them into this mod.
[QUOTE=Medevilae;38676607]City 17: Episode 1 is going to be releasing their "shaders, particles, materials, models, etc." this month. They should be integrated.
[URL]http://www.moddb.com/mods/city-17-episode-1/news/c17sstatus[/URL][/QUOTE]
We already have a few of them in this mod.
Subsurface Scattering, Parallax Occlusion Mapping, and their clothing shader, are all in our mod thanks to 1/4 Life.
I'm going to grab this as soon as there's something ready for release. It looks great already.
[editline]2nd December 2012[/editline]
I would love to help, but I really don't have experience in much of anything, so I think I would just be in the way.
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