[QUOTE=I am Error;44030260]I like how you actually care about ratings :v:
Besides, it wasn't that. If anything, you came off a bit arrogant.[/QUOTE]
uh, he was just saying he didn´t like them because they didn´t look good, it wasn´t arrogant.
Although it was redundant because everyone knows those blood splatters weren´t good, and all it needs is better ones.
[QUOTE=I am Error;44030260]I like how you actually care about ratings :v:[/quote]
Rating dumb is the same as calling somebody dumb, you're just not using a post dedicated to it and getting banned as a result.
[editline]24th February 2014[/editline]
[QUOTE=SirLemon;44025244]I like how I said I didn't like the BM blood splatters and get dumb stamps, then the next 5 posts are people saying what was wrong with the BM blood splatters and some get agree stamps :v:[/QUOTE]
You implied they couldn't be done well at all.
on another subject, I did some initial grenade sounds like the safety pin and spoon, and placed them over an ingame recording to test, you tell me if they would be good.
Also included some reload sounds for the shotgun and the 357, only to see if you´d like them as such when the animations for the mod are made, or different.
NOTE: None of the skins are part of the mod, and the sounds are still WIP and can be changed if needed.
[video=youtube;yl4ZYJBzLXU]http://www.youtube.com/watch?v=yl4ZYJBzLXU[/video]
[QUOTE=tehstrelok;44032413]on another subject, I did some initial grenade sounds like the safety pin and spoon, and placed them over an ingame recording to test, you tell me if they would be good.
Also included some reload sounds for the shotgun and the 357, only to see if you´d like them as such when the animations for the mod are made, or different.
NOTE: None of the skins are part of the mod, and the sounds are still WIP and can be changed if needed.
[video=youtube;yl4ZYJBzLXU]http://www.youtube.com/watch?v=yl4ZYJBzLXU[/video][/QUOTE]
I love the second grenade pin sound. The shotgun reload needs a bit something right now though. A bit more of a "clicky" sound if that makes sense, something to make it feel like it's loaded and not just sliding around in there.
[QUOTE=gk99;44031115]
You implied they couldn't be done well at all.[/QUOTE]
I was just just saying I dind't like the BM splatters, I think it can look real good if done right actually, but not at all if it's like BM, like how the splatters didn't look right on corners ETC.
[QUOTE=OpethRockr55;44025554]Not necessarily. It could be done as easily as setting the blood alpha to a proxy controlled by code and applying that to an overlaid mesh surrounding the crowbar/hands. Switch alpha on and off at will with no muss and no fuss.[/QUOTE]
Doubling the current amount of polys for that effect is not worth the performance loss.
That is an extremely inefficient way of doing the effect, our best bet would be decals, possibly having a bunch of other effects like wet, burnt etc for when you swim and run through fire etc. Effects would fade away over time like BMS.
Idea, if it possible for when you get out of the water, you could have a little effect like water pouring off of your FOV? (does anyone even get what I'm saying?)
i dunno lemon, do you see water falling out of your eyeballs when you get out of a swimming pool?
[QUOTE=lintz;44035502]i dunno lemon, do you see water falling out of your eyeballs when you get out of a swimming pool?[/QUOTE]
Do you swim with your eyes open in sewer water? No, but the amazing freeman can! Also he has glasses...
[QUOTE=SirLemon;44035591]Do you swim with your eyes open in sewer water? No, but the amazing freeman can! Also he has glasses...[/QUOTE]
Yeeeah, you don't have water just streaming off your glasses when you get out, it's usually just drops that get stuck to it that slowly slide down or just stay on there till you wipe 'em off. I have first-hand experience with this (thankfully not in sewage water though). :v:
Don't forget, It's not just sewer water! It's water that contains trace amounts of cremated corpses and fresh corpses!
[QUOTE=Fat-Corgi-Guy;44035680]Yeeeah, you don't have water just streaming off your glasses when you get out, it's usually just drops that get stuck to it that slowly slide down or just stay on there till you wipe 'em off. I have first-hand experience with this (thankfully not in sewage water though). :v:[/QUOTE]
Well I don't mean like the niagra falls from his pupils, but I mean like you see a few bits of water stream off when he gets out. Also the drop's sticking would look kinda cool if they faded after a few seconds, but that's just my opinion
Lense smudges have been implemented so its really just a texture change with a refract shader.
OFF TOPIC: Just wanted to know what do you think of these plasma sounds for doom 3, working on my own improvements mod for that game
[video=youtube;Zo3zFm_qpXk]http://www.youtube.com/watch?v=Zo3zFm_qpXk[/video]
[QUOTE=tehstrelok;44037054]OFF TOPIC: Just wanted to know what do you think of these plasma sounds for doom 3, working on my own improvements mod for that game
[video=youtube;Zo3zFm_qpXk]http://www.youtube.com/watch?v=Zo3zFm_qpXk[/video][/QUOTE]
Considering I've never shot that gun in D3, I'd say it sounds pretty good.
So I redid 2 of the textures from the coast levels. One of them the road, the other a grass texture.
[t]http://cloud-4.steampowered.com/ugc/3296937216971175161/82D5CF4259B223B82476A037FD066716AE3688D8/1920x1080.resizedimage[/t]
(for comparison)
[url]https://dl.dropboxusercontent.com/u/3779442/Screenshots/d2_coast_070000.jpg[/url]
[t]http://cloud-2.steampowered.com/ugc/3296937216970979075/FD5C0E7356EF152DBD0D911904BC2346E10C6B28/[/t]
Along with this grass texture. Let me hear some criticism.
[editline]24th February 2014[/editline]
Mind the jpg compressions.
[QUOTE=Firegod522;44038299]So I redid 2 of the textures from the coast levels. One of them the road, the other a grass texture.
Mind the jpg compressions.[/QUOTE]
The road texture looks like detail just put over the original one. and the grass one look pretty good.
Only issue is that last I talked with Stiffy360 he was planning a pretty big revamp of how the coast would look technically. Basically adding more foliage on the upper parts and making the whole world seem 'fuller' instead of the blatantly obvious displacement work.
I like the 'rocks in the grass' look. Really fits the scene I think.
[QUOTE=tehstrelok;44037054]OFF TOPIC: Just wanted to know what do you think of these plasma sounds for doom 3, working on my own improvements mod for that game
[video=youtube;Zo3zFm_qpXk]http://www.youtube.com/watch?v=Zo3zFm_qpXk[/video][/QUOTE]
V1 sounds too much like a heavy projectile being fired. I think V2 definitely fits the weapon better.
[QUOTE=Firegod522;44038299]So I redid 2 of the textures from the coast levels. One of them the road, the other a grass texture.
[t]http://cloud-4.steampowered.com/ugc/3296937216971175161/82D5CF4259B223B82476A037FD066716AE3688D8/1920x1080.resizedimage[/t
(for comparison)
[url]https://dl.dropboxusercontent.com/u/3779442/Screenshots/d2_coast_070000.jpg[/url]
[t]http://cloud-2.steampowered.com/ugc/3296937216970979075/FD5C0E7356EF152DBD0D911904BC2346E10C6B28/[/t
Along with this grass texture. Let me hear some criticism.
[editline]24th February 2014[/editline]
Mind the jpg compressions.[/QUOTE]
Why are you using CSGO
[QUOTE=chipsnapper2;44040519]Why are you using CSGO[/QUOTE]
Because why not. As long as the vtfs aren't 7.5 it's backwards compatable.
[QUOTE=glitchvid;43998854]No I mean like, if you study materials and how surfaces work in real life, and how we model them in CGI; it's really complex. Suffice to say a lot of what developers are doing now is how materials actually interact with light.
[url=http://filmicgames.com/archives/547]Also, Everything is shiny.[/url][/QUOTE]
A point for the ages, then: don't conflate Phong shading with the general class of models on specular reflection.
[QUOTE=Firegod522;44038299]So I redid 2 of the textures from the coast levels. One of them the road, the other a grass texture.
[t]http://cloud-4.steampowered.com/ugc/3296937216971175161/82D5CF4259B223B82476A037FD066716AE3688D8/1920x1080.resizedimage[/t]
(for comparison)
[url]https://dl.dropboxusercontent.com/u/3779442/Screenshots/d2_coast_070000.jpg[/url]
[t]http://cloud-2.steampowered.com/ugc/3296937216970979075/FD5C0E7356EF152DBD0D911904BC2346E10C6B28/[/t]
Along with this grass texture. Let me hear some criticism.
[editline]24th February 2014[/editline]
Mind the jpg compressions.[/QUOTE]
Maybe make the grass slightly less saturated
[QUOTE=glitchvid;44038333]The road texture looks like detail just put over the original one. and the grass one look pretty good.
Only issue is that last I talked with Stiffy360 he was planning a pretty big revamp of how the coast would look technically. Basically adding more foliage on the upper parts and making the whole world seem 'fuller' instead of the blatantly obvious displacement work.[/QUOTE]
Yeah, a new texture is almost ALWAYS better in older games. Please don't go the Half Life: Source route again.
[T]http://cloud-2.steampowered.com/ugc/3296937216987656054/CA2DEA778A6508A140B81DF51B61D60A57803721/[/t]
How's this
[url]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Road037b-new2.jpg[/url]
Regarding the full body awareness, you could do it and still keep v_models to make it easier for animations and custom models for personal taste (skins and stuff).
I recently replayed an old hl1 mod called fx which pushes the graphics quite a lot in gldsource, including physics on some objects and even parallax on certain textures. It also allowed you to see your feet and shadow, while still using v_models.
[t]http://imageshack.com/a/img845/9372/c617.png/[/t]
[t]http://imageshack.com/a/img27/6083/78jx.png/[/t]
[t]http://imageshack.com/a/img268/7092/ei0b.png/[/t]
[t]http://imageshack.com/a/img585/7180/l7dy.png/[/t]
[t]http://imageshack.com/a/img580/3894/sgid.png/[/t]
[QUOTE=Firegod522;44046791][T]http://cloud-2.steampowered.com/ugc/3296937216987656054/CA2DEA778A6508A140B81DF51B61D60A57803721/[/t]
How's this[/QUOTE]
seems like it would repeat really badly (skid marks) but idk
[QUOTE=Firegod522;44046791][T]http://cloud-2.steampowered.com/ugc/3296937216987656054/CA2DEA778A6508A140B81DF51B61D60A57803721/[/t]
How's this[/QUOTE]
The skidmarks themselves are blurry and unfitting -they also look like they are floating because of the alpha or RGB channel setup. I am working on a road texture right now (map compiling as I type) and I will post that. I have not added the dirt mask yet though
[QUOTE=Firegod522;44046791][T]http://cloud-2.steampowered.com/ugc/3296937216987656054/CA2DEA778A6508A140B81DF51B61D60A57803721/[/t]
How's this[/QUOTE]
It looks like you took the old new texture, found some scratches on Google Images or somewhere else, put the scratches on a new layer(probably after making sure they tiled well)and changed the blending to "Multiply"
[editline]25th February 2014[/editline]
Not trying to be offensive btw, just giving my opinion
I heard Ken was working on getting the CSGO vrad to merge with the ASW build awhile ago. Did he ever get that working?
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