[QUOTE=NixNax123;41446776]are you saying that we should put random faces on barrels
because i'm down with that[/QUOTE]
[T]https://dl.dropboxusercontent.com/u/15917430/Images/Pictures/Procedural%20Barrels.png[/T]
Looks good to me
[QUOTE=Sir Max;41447136][T]https://dl.dropboxusercontent.com/u/15917430/Images/Pictures/Procedural%20Barrels.png[/T]
Looks good to me[/QUOTE]
Do floor tiles next!
[t]http://wilybadger.files.wordpress.com/2009/08/after.jpg[/t]
[QUOTE=Karmal Khan;41447446]Do floor tiles next!
[t]http://wilybadger.files.wordpress.com/2009/08/after.jpg[/t][/QUOTE]
ugh, don't remind me of that episode.
[QUOTE=Tuskin;41447590]ugh, don't remind me of that episode.[/QUOTE]
Absorbalox, yes!
[QUOTE=Karmal Khan;41447446]Do floor tiles next!
[t]http://wilybadger.files.wordpress.com/2009/08/after.jpg[/t][/QUOTE]
about the only then good about that episode was the use of ELO
Can we [I]please[/I] stop getting off-topic?
[QUOTE=glitchvid;41445237]That'd actually be nice, modeling some realistically proportioned barrel gibs, so they could be mostly re-assembled.[/QUOTE]
can gibs be given different forces? if so, totally have a top and bottom part which fly in their respective directions (along with the usual side fragments)
upright explosive barrel exploding would leave a blast mark and blasted out lower end of the barrel where it was resting
Here's some graphical updates:
This picture is taken in the most up-to-date Half-Life 2 everyone had:
[IMG]http://cloud-2.steampowered.com/ugc/595883045952697072/4024D0B70ADD6799DDE610F8FCB81BA6DD1FC669/[/IMG]
And this is taken in our mod:
[IMG]http://cloud-2.steampowered.com/ugc/595883045952727901/EC0FA5CE0CF00C175A1A3B762C222989EA657699/[/IMG]
Difference!
[QUOTE=Ken Chan;41451884]Difference![/QUOTE]
You're referring to the distance-based fog (instead of depth-based), right?
'Cause I can't see much else besides that everything is slightly more washed out in white ...
[QUOTE=Ken Chan;41451884]Here's some graphical updates:
This picture is taken in the most up-to-date Half-Life 2 everyone had:
[IMG]http://cloud-2.steampowered.com/ugc/595883045952697072/4024D0B70ADD6799DDE610F8FCB81BA6DD1FC669/[/IMG]
And this is taken in our mod:
[IMG]http://cloud-2.steampowered.com/ugc/595883045952727901/EC0FA5CE0CF00C175A1A3B762C222989EA657699/[/IMG]
Difference![/QUOTE]
same draw distance from 2004?
Half-Life 2: Enhancement Mod (V6): more bloom than you can squint your eyes at
Whatever's causing the white outline around the crowbar is really ugly
It reminds me of a badly done Sharpen filter
[QUOTE=kaze4159;41452380]Whatever's causing the white outline around the crowbar is really ugly
It reminds me of a badly done HDR photo[/QUOTE]
It's from L4D2. Also I'm not a fan of how desaturated everything looks. Are we able to mess about with the colour correction to make it look a bit more natural?
[QUOTE=Snood_1990;41452403]It's from L4D2. Also I'm not a fan of how desaturated everything looks. Are we able to mess about with the colour correction to make it look a bit more natural?[/QUOTE]
I think Meepo was going to fiddle with some sort of color correction, im sure he can figure it out.
[QUOTE=Robertto;41452324]same draw distance from 2004?[/QUOTE]
It's the same map?
[QUOTE=kaze4159;41452380]Whatever's causing the white outline around the crowbar is really ugly
It reminds me of a badly done Sharpen filter[/QUOTE]
It's an unsharp filter, easily disabled by: "mat_local_contrast_enable 0"
Hello. Are you going to fix the glitches like ABH (Accelerated back hop, glitch mainly used by speedrunners)?
[QUOTE=cloudcakes30;41456578]Hello. Are you going to fix the glitches like ABH (Accelerated back hop, glitch mainly used by speedrunners)?[/QUOTE]
Not a glitch.
[QUOTE=UntouchedShadow;41456602]Not a glitch.[/QUOTE]
it's an exploit of air acceleration
[QUOTE=cloudcakes30;41456578]Hello. Are you going to fix the glitches like ABH (Accelerated back hop, glitch mainly used by speedrunners)?[/QUOTE]
No, infact we even brought back normal bhopping*
*When enabled with a console command
Are you guys going to redo the cheap water too? It looks like slightly updated GoldSrc water
[QUOTE=The Party Spy;41458237]Are you guys going to redo the cheap water too? It looks like slightly updated GoldSrc water[/QUOTE]
At least goldsource water moved.
[QUOTE=The Party Spy;41458237]Are you guys going to redo the cheap water too? It looks like slightly updated GoldSrc water[/QUOTE]
Maybe.
[QUOTE=cloudcakes30;41456578]Hello. Are you going to fix the glitches like ABH (Accelerated back hop, glitch mainly used by speedrunners)?[/QUOTE]
Why would they fix that?
[QUOTE=UnrealCanine;41459777]Why would they fix that?[/QUOTE]
I don't want them too, I just wanted to ask. I love the abh.
Spent a few days modifying vbsp and mashing the 2007 shader system into the 2013 sdk (which was supposed to get the shader system 2 weeks ago but valve time happened), I have this working.
[video=youtube;ZH6s1hbwoQQ]http://www.youtube.com/watch?v=ZH6s1hbwoQQ[/video]
Note that these two rooms are almost the best case scenario for this, so they don't show too many of the drawbacks of cubemap based reflection, but in most actual uses there's normal distortion, envmap masking, envmaptint/contrast, and other factors that make any flaws less noticeable (and anything is an improvement, high cubemap resolution without correction looks awful: see my spawnroom in gm_skydive2008_rc1 for an example).
As I say in the description it's not integrated into LightmappedGeneric, which is one of the reasons I only show it on the floor (which has no envmapmask and barely has a normal map: a perfect test material). I don't think it would be too hard to integrate but I didn't feel like doing it on the 2007 version of the shader. This mod's using alien swarm anyway, so getting it fully working in 2013 wouldn't be much of a help.
As far as using it goes, you just make a regular brush (rectangular prism) in hammer and tie it to an entity I defined in a custom fgd (no game coding needed as it gets removed during compile) and then reference it in the env_cubemap (entry for doing this also added in the fgd). The brush can be arbitrarily scaled and rotated, just not made anything but a rectangular prism (no idea what will happen if it isn't, but it probably won't look too great). As far as I can tell from the way ASW handles shaders you won't even need to touch the vmts or client code or anything, just add the shader to the shader dll and use a map compiled with my vbsp and it works.
Also, bonus test shot with max cubemap res (256^2) and high intensity reflection:
[t]http://i.imgur.com/odlagKf.jpg[/t]
[B]I present to you..........[I]DIRT[/I]![/B]
[sub]and here I always thought it was sand in this part...[/sub]
[t]http://i.imgur.com/2nxS7gA.jpg[/t][t]http://i.imgur.com/ATadf6e.jpg[/t][t]http://i.imgur.com/bQAnS5p.jpg[/t]
[QUOTE=Fat-Corgi-Guy;41462095][B]I present to you..........[I]DIRT[/I]![/B]
[sub]and here [B]I always thought it was sand in this part[/B]...[/sub]
-images-[/QUOTE]
Me too.
You learn something new every day.
Half-Life 2 Enhancement Mod V6: We thought it was sand too
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