[QUOTE=glitchvid;42370120]The train station set is like 80% done.[/QUOTE]
Sounds good. I'm looking forward to seeing WIPs of the map enhancements.
you know, on the subject of progress, are we still only at 11%?
[video=youtube;V2vnJhva0MQ]http://www.youtube.com/watch?v=V2vnJhva0MQ[/video]
Best HL2 music.
[QUOTE=SirLemon;42371344]you know, on the subject of progress, are we still only at 11%?[/QUOTE]
Maybe more like 12%-13% now, just haven't been bothered to change it. (btw that only applies to the environment textures).
[QUOTE=Fat-Corgi-Guy;42372022]Maybe more like 12%-13% now, just haven't been bothered to change it. (btw that only applies to the environment textures).[/QUOTE]
Eh, I think it should just apply to the mod in general
[QUOTE=SirLemon;42371344]you know, on the subject of progress, are we still only at 11%?[/QUOTE]
[QUOTE=Hideyoshi;41266876]
I'm guessing that the 11% texture completion image on the op hasn't been updated in a bit, right?[/QUOTE]
I asked the same thing over a month ago, but good to hear that it's no longer current. Maybe it's a bit too soon to ask, but will there be a trainstation preview once the textures and maps for it are done?
[B]Edit:[/B] I saw it mentioned a while ago the the post limit is now 5000 per thread? In that case, there's less than 500 left until V6. :P
As far as I know there's no post limit any more.
[QUOTE=SirLemon;42372133]Eh, I think it should just apply to the mod in general[/QUOTE]
Yeah and then we get a Windows progress bar.
Mod is 20% done guys. No wait 18%. 23%. 24%. 20%. 28%. Still 28%. 32%. 25%.
[QUOTE=Mr. Someguy;42373227]Yeah and then we get a Windows progress bar.
Mod is 20% done guys. No wait 18%. 23%. 24%. 20%. 28%. Still 28%. 32%. 25%.[/QUOTE]
Well SOME signal that any progress in the mod has been made. The bar don't need to be accurate, but still.
[QUOTE=SirLemon;42374883]Well SOME signal that any progress in the mod has been made. The bar don't need to be accurate, but still.[/QUOTE]
That's what the videos, WIP, and final product posts from the devs show.
[QUOTE=SirLemon;42374883]Well SOME signal that any progress in the mod has been made. The bar don't need to be accurate, but still.[/QUOTE]
Have basically final water (Unless I can get a non depth-fucked version of the Water shader).
[url]http://static.glitchvid.com/facepunch/hl2ef/pvt/wtr/wateranimap.mp4[/url]
Just wondering, when Gordon gets shot, is e going to give off sparks now?
Because that suit isn't made of cardboard
[QUOTE=glitchvid;42375126]Have basically final water (Unless I can get a non depth-fucked version of the Water shader).
[url]http://static.glitchvid.com/facepunch/hl2ef/pvt/wtr/wateranimap.mp4[/url][/QUOTE]
Now THIS is nice. Can you by any chance tell me how you got such good reflections?
[QUOTE=SirLemon;42375305]Now THIS is nice. Can you by any chance tell me how you got such good reflections?[/QUOTE]
Reflections, or such a good normalmap?
Because it's basically the Portal 2 / L4D2 / ASW water shader with a lot of work put into the VMT params.
As for normalmap, it was something I made: I actually released it separately for the FP mapping section.
[QUOTE=glitchvid;42322677]
Old animated normalap, and the static L4D2 one.
[vid]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/samp/old256.mp4[/vid][t]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/samp/water_river_normal_sharp.png[/t]
And here's my 512 animated:
[vid]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/samp/512new.mp4[/vid]
It tiles seamlessly, and loops as well.
Download:
[url]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/water_anim_512d5.7z[/url]
Oh yeah, It's all under kopimi license, share it, sell it, whatever.[/QUOTE]
And a 2nd version for non-flowmap waters (Since you can't modify the bump scale)
[QUOTE=glitchvid;42340282]
Alright, lower intensity version
[url]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/water_anim_512d5_lowamp.7z[/url]
[/QUOTE]
[QUOTE=gk99;42375236]Just wondering, when Gordon gets shot, is he going to give off sparks now?
Because that suit isn't made of cardboard[/QUOTE]
Why don't we have bullet ricochet off it like a strider while we're at it? :v:
But seriously, most of the suit doesn't even look like metal.
Gordon being shot isn't canon so it doesn't matter.
Does the Alien Swarm engine already have this thing L4D2 had too, where the water would be really dense and your flashlight would actually shine on it, not through it? Because for a canal with shit water in it it would be more realistic IMO.
Yeah, would it be possible to use something like portal 2's goo textures/ shader, maybe with something that looks like the original toxic waste crust floating on the surface?
Soooo after a long hiatus I'm back to doing more textures for this mod. Here's shots of a new WIP:
[t]http://i.imgur.com/BN8YRgj.jpg[/t][t]http://i.imgur.com/QUmY7vg.jpg[/t]
[I]no ssbump or anything, just the regular texture slapped in there for now, I'll make the other stuff to go with it soon.[/I]
[QUOTE=zupadupazupadude;42379893]Does the Alien Swarm engine already have this thing L4D2 had too, where the water would be really dense and your flashlight would actually shine on it, not through it? Because for a canal with shit water in it it would be more realistic IMO.[/QUOTE]
For when the water gets a bit deeper, it certainly gets foggy, and yes the water does A. receive flashlights, and B. is lightmapped.
[QUOTE=xalener;42380129]Yeah, would it be possible to use something like portal 2's goo textures/ shader, maybe with something that looks like the original toxic waste crust floating on the surface?[/QUOTE]
Shhh. later.
[QUOTE=Fat-Corgi-Guy;42380479]textures[/QUOTE]
Looking good, but why do I think that the texture is too... clean?
-snip-
Train Station.
[QUOTE=glitchvid;42375557]Reflections, or such a good normalmap?
Because it's basically the Portal 2 / L4D2 / ASW water shader with a lot of work put into the VMT params.
As for normalmap, it was something I made: I actually released it separately for the FP mapping section.
And a 2nd version for non-flowmap waters (Since you can't modify the bump scale)[/QUOTE]
Could we get a physical demonstration of the water? <3
[QUOTE=zupadupazupadude;42379893]Does the Alien Swarm engine already have this thing L4D2 had too, where the water would be really dense and your flashlight would actually shine on it, not through it? Because for a canal with shit water in it it would be more realistic IMO.[/QUOTE]
I agree with this. I'd expect that canal's water to only have a visibility of a few inches below the surface. But that's just my opinion. The water looks fine as it is.
[QUOTE=Antivirus_404;42380742]Looking good, but why do I think that the texture is too... clean?[/QUOTE]
That's what decals are for, bro
Update.
[t]http://i.imgur.com/8soaFhG.jpg[/t][t]http://i.imgur.com/uuDUWiU.jpg[/t][t]http://i.imgur.com/3QoYeN7.jpg[/t]
How's that? They're the Train Station walls.
Before anyone remarks about that brown "line", there was something very similar to that on the original texture, that's why it's there.
[QUOTE=Fat-Corgi-Guy;42383891]Update.
[t]http://i.imgur.com/8soaFhG.jpg[/t][t]http://i.imgur.com/uuDUWiU.jpg[/t][t]http://i.imgur.com/3QoYeN7.jpg[/t]
How's that? They're the Train Station walls.
Before anyone remarks about that brown "line", there was something very similar to that on the original texture, that's why it's there.[/QUOTE]
Personally I'd avoid marks such as the line and simply encourage mappers to generously use decals. It would look so much better, and greatly decrease obvious repetition.
[QUOTE=Fat-Corgi-Guy;42383891]-snip-[/QUOTE]
Can you try to put it in a the train station as a scene. As of right now its a picture of a picture.
[QUOTE=Fat-Corgi-Guy;42383891]Update.
[t]http://i.imgur.com/8soaFhG.jpg[/t][t]http://i.imgur.com/uuDUWiU.jpg[/t][t]http://i.imgur.com/3QoYeN7.jpg[/t]
How's that? They're the Train Station walls.
Before anyone remarks about that brown "line", there was something very similar to that on the original texture, that's why it's there.[/QUOTE]
Be careful, lines like that cause tiling to become obvious
[QUOTE=Fat-Corgi-Guy;42383891]Update.
[t]http://i.imgur.com/8soaFhG.jpg[/t][t]http://i.imgur.com/uuDUWiU.jpg[/t][t]http://i.imgur.com/3QoYeN7.jpg[/t]
How's that? They're the Train Station walls.
Before anyone remarks about that brown "line", there was something very similar to that on the original texture, that's why it's there.[/QUOTE]
I think you should remove the big noticeable detail and have them as decals.
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