[QUOTE=1/4 Life;38657694][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.[/QUOTE]
looks great by now, i suggest:
-detail textures (for the clothes)
-remove phong mask around the ears (possible?)
[QUOTE=Francisco;38677895]looks great by now, i suggest:
-detail textures (for the clothes)
-remove phong mask around the ears (possible?)[/QUOTE]
I'm waiting until we get a higher quality model of Alyx, before working much more on her.
Does anyone know any good character modelers that would like to help with this project? We have 4 modelers at the moment, but they're mostly man-made modelers, not organic character modelers. Though they are attempting modeling some of the characters and creatures.
Yes, the phong around the ears can be removed, I just haven't made the alpha that will do that.
Would like to see SSAO look like this.
[video=youtube;SMo9aqWGIrE]http://www.youtube.com/watch?v=SMo9aqWGIrE[/video]
[QUOTE=endorphinsam;38684287]Would like to see SSAO look like this.
[video=youtube;SMo9aqWGIrE]http://www.youtube.com/watch?v=SMo9aqWGIrE[/video][/QUOTE]
HBAO is better, but SSAO works fine.
Gonna see if I can find that shader somewhere, wanna play around with it.
[QUOTE=glitchvid;38684581]HBAO is better, but SSAO works fine.
Gonna see if I can find that shader somewhere, wanna play around with it.[/QUOTE]
[URL="https://dl.dropbox.com/u/8510078/shaders/drewPlusPlus_ssao.fx"]https://dl.dropbox.com/u/8510078/shaders/drewPlusPlus_ssao.fx[/URL]
That's the one in the video that I wrote. It's kind of horizon based... Somewhat returns a dot product between a normal and a horizon vector, but I skip a lot of stuff for speed. Which is explained in the shader.
It generates normals based on view space position which is reprojected from the depth buffer, so it needs to be 32-bit, otherwise it will look like poopie. Also, it would help to render it before fog and additive sprites or other additive screen space effects...
Maybe this will help you out ;)
[IMG]http://cloud.steampowered.com/ugc/560959774336821535/784BE4915B2A2B41CCB9E15FE4A937E120BC5E1E/[/IMG]
[QUOTE]v1.0.1.3 - 12/2/2012
-------
New:
- Flashlight is attached to weapon, not H.E.V suit now
Use r_flashlightviewmodelattachment to choose whether to emit flashlight from a weapon or an H.E.V Suit
[/QUOTE]
I wonder why I put this here when the mod/game is not even released.
you guys gonna replace the default effects with particles? i could try helping you with that
If the flashlight is coming from the weapons shouldn't you really put a flashlight on the model?
[QUOTE=endorphinsam;38684287]Would like to see SSAO look like this.
[video=youtube;SMo9aqWGIrE]http://www.youtube.com/watch?v=SMo9aqWGIrE[/video][/QUOTE]
I still don't see what's so great about this effect, that's not how real world shadows work.
[QUOTE=Marden;38686938]I still don't see what's so great about this effect, that's not how real world shadows work.[/QUOTE]
The problem with it is that its almost always so overly exaggerated..It can look good in moderation, but when it increases contrast like it does in most games it looks like shit.
STALKER: Call of Pripyat is a nice example of good looking SSAO. Very subtle effect but it adds so much more depth to the scene compared to when its off.
[QUOTE=samuel2213;38686813]If the flashlight is coming from the weapons shouldn't you really put a flashlight on the model?[/QUOTE]
I think he plans to, at least, I remember seeing an SMG model with the flashlight attached
[editline]3rd December 2012[/editline]
I also remember one where it was attached to the HEV suit's arm
[QUOTE=Drew++;38685002][URL="https://dl.dropbox.com/u/8510078/shaders/drewPlusPlus_ssao.fx"]https://dl.dropbox.com/u/8510078/shaders/drewPlusPlus_ssao.fx[/URL]
That's the one in the video that I wrote. It's kind of horizon based... Somewhat returns a dot product between a normal and a horizon vector, but I skip a lot of stuff for speed. Which is explained in the shader.
It generates normals based on view space position which is reprojected from the depth buffer, so it needs to be 32-bit, otherwise it will look like poopie. Also, it would help to render it before fog and additive sprites or other additive screen space effects...
Maybe this will help you out ;)[/QUOTE]
Looks good Drew. Definitely needs some blur though for sho.
[QUOTE=endorphinsam;38684287]Would like to see SSAO look like this.
[video=youtube;SMo9aqWGIrE]http://www.youtube.com/watch?v=SMo9aqWGIrE[/video][/QUOTE]
Something about that just really seems off to me. It just looks very unnatural and almost cartoon-ish, in my opinion.
SSAO can look good, but it works best if it's in [I]very[/I] small amounts. The one here is just way over-done.
[QUOTE=Fat-Corgi-Guy;38690201]Something about that just really seems off to me. It just looks very unnatural and almost cartoon-ish, in my opinion.
SSAO can look good, but it works best if it's in [I]very[/I] small amounts. The one here is just way over-done.[/QUOTE]
The only good AO is baked. Most developers add procedural AO to everything in a non-proper way.
[QUOTE=Butthurter;38690437]please tell me this ao stuff is optional
also shouldnt the flashlight be attached to the suit? how are you going to explain a flashlight on the crowbar or the bugbait unless for some reason an antlion guard fucked a flashlight and had this weird mutation where flashlights would be growing inside of their bugbaits despite expecting an antlion-flashlight crossbreed instead[/QUOTE]
You could emulate the way the flashlight is handled by weapon movement if you put the flashlight on Gordon's Wrist or the back of his Palm, so you could still use the effect.
flashlight coming from the view model sounds like a bad idea.
rather make the viewmodel cast shadows if your hands or the gun goes in front of the flashlight.
Or on the HEV suit the little black bars creating the U-shape over the orange parts are flashlights (ambidextrous for right-handed or southpaws)
[img]http://i49.tinypic.com/2i1mn1t.jpg[/img]
Finally!
Something that doesnt risk a VAC ban for pretty graphics in HL2.
I have managed to achieve similar things with ENBSeries.
Like this:
[IMG]http://i.imgur.com/yE9TH.jpg[/IMG]
[QUOTE=Matsilagi;38693388]Finally!
Something that doesnt risk a VAC ban for pretty graphics in HL2.
I have managed to achieve similar things with ENBSeries.
Like this:
[IMG]http://i.imgur.com/yE9TH.jpg[/IMG][/QUOTE]
That makes it blurry and terrible.
[QUOTE=Matsilagi;38693388]Finally!
Something that doesnt risk a VAC ban for pretty graphics in HL2.
I have managed to achieve similar things with ENBSeries.
Like this:
[IMG]http://i.imgur.com/yE9TH.jpg[/IMG][/QUOTE]
looks like goldsrc
only blurry
[QUOTE=Barbarian887;38693536]looks like goldsrc
only blurry[/QUOTE]
Its blurry , but if you stay close from a wall or something, it stops beign blurry.
Theres also some other things like Cinematic grain effect, Filmic Curve and some other effects.
it's not supposed to look cinematic or filmic, it's supposed to look good.
why would you get a vac ban for a single player game?
[QUOTE=Matsilagi;38693388]Finally!
Something that doesnt risk a VAC ban for pretty graphics in HL2.
I have managed to achieve similar things with ENBSeries.
Like this:
-eww-
[/quote]
It looks pretty bad and we already have in engine DoF, grain, etc anyway.
[QUOTE=Coffee;38693948]why would you get a vac ban for a single player game?[/QUOTE]
Yeah you are right...
Damn, how could i post something stupid like that?
I guess i need to sleep more...
Anyway, its an awesome mod!
Cant wait to see the final product.
[QUOTE=Coffee;38693948]why would you get a vac ban for a single player game?[/QUOTE]
I think by VAC ban, he's referring to FF and all the stolen content in his mod.
[QUOTE=Matsilagi;38693388]Finally!
Something that doesnt risk a VAC ban for pretty graphics in HL2.
I have managed to achieve similar things with ENBSeries.
Like this:
[IMG]http://i.imgur.com/yE9TH.jpg[/IMG][/QUOTE]
It looks like you just pointed a camera at your screen.
I wish I could help with an enhancement mod such as this, but all I could possibly contribute is my radio-quality voice, and you don't need no voice actors :(
[QUOTE=BigJoeyLemons;38695257]I wish I could help with an enhancement mod such as this, but all I could possibly contribute is my radio-quality voice, and you don't need no voice actors :([/QUOTE]
Actually, I was hoping to change some of the uncommon Citizen voice lines. Such as some of the guys in the train station.
EDIT:
[I]Why all the dislikes?[/I] You guys [I]seriously[/I] don't want [I][B]ANY[/B][/I] variety at all in the voices? [I][B]why[/B][/I]? What if the voices were actually done by good voice actors and actresses, ones that can actually add inflections in their voices, and have practiced this sort of thing (Like I have)?
[QUOTE=Fat-Corgi-Guy;38695136]I think by VAC ban, he's referring to FF and all the stolen content in his mod.[/QUOTE]
I was actually refering by the fact that ENB uses DLL wrappers, altering processes into memory.
So, VAC system could find as a cheat, giving a ban.
But i think that only applies in MP games.
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