[QUOTE=BMCHa;41461566]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][/QUOTE]
Could you please link us some documentation on getting this to work in source 2007? Havent found any info on this yet.
[QUOTE=Ken Chan;41463008]I present to you, the "sv_enable_accelerated_hopping" command!
This small command handles how Dr. Freeman jump.
0 is disabled, normal SLOW jumps.
1 is Accelerated Back Hopping!
2 is Bunny Hops that exist back in 2004 days
3 is enable BOTH ABH and BHOP!
[video=youtube;KLOHkKra5oA]http://www.youtube.com/watch?v=KLOHkKra5oA[/video][/QUOTE] I was trying to find your mod to track it and for some weird reason I found this:
[url]http://www.moddb.com/mods/half-life-2-rebel-story[/url]
[QUOTE=Marcolade;41476323]I could see the whole Cyrillic sign thing working if "RAVENHOLM" was graffiti'd or something over the top of the sign, with maybe some blood spots on different places of the sign. The graffiti would add to the idea that it was once a simple village that ended up getting turned into a rebel hiding place, and the blood would help add to the horrific atmosphere.[/QUOTE]
What if "RAVENHOLM" is spraypainted onto the back, and we find the sign face-down? The other side will just have the town name in Cyrillic.
[QUOTE=tehstrelok;41474592]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-43-32-37.png[/img][/QUOTE]
Why would you get rid of '...forgetfulness'? :'(
[QUOTE=CrystalGamma;41478479]Why would you get rid of '...forgetfulness'? :'([/QUOTE]
That's a different texture.
[QUOTE=I am Error;41478489]That's a different texture.[/QUOTE]
I think the screenshots are from random crappy mods
It looks like the worst of FPSBanana dumped into a mod
[QUOTE=xalener;41464456]
Speaking of cubemaps... I know source has image based lighting, but now I'm seeing a bunch of other stuff from other engines that use (I think) really similar implementations of the same method and look way better. Like, Cryengine 3 and the Fox engine. What am I missing? (everything)[/QUOTE]
Anyone can to be educate me?
If you're talking about model diffuse lighting then it may have something to do with Source using a 6 direction ambient cube (which was ok in 2004 but things have changed since then) instead of spherical harmonics or even irradiance cubemaps. Also it's done per vertex but that may be the same in those other implementations.
[QUOTE=Bitl;41477119]I was trying to find your mod to track it and for some weird reason I found this:
[url]http://www.moddb.com/mods/half-life-2-rebel-story[/url][/QUOTE]
No offense, but I don't think that mod will even last. There is one person creating this, and he doesn't even know what a cubemap is.
[QUOTE=kwant111;41480689]No offense, but I don't think that mod will even last. There is one person creating this, and he doesn't even know what a cubemap is.[/QUOTE]
Cubemap? What's a Cubemap? :v:
[QUOTE=kwant111;41480689]No offense, but I don't think that mod will even last. There is one person creating this, and he doesn't even know what a cubemap is.[/QUOTE]
He doesn't know what lighting is.
Jesus christ my first map was better than this.
[QUOTE=I am Error;41481129]He doesn't know what lighting is.
Jesus christ my first map was better than this.[/QUOTE]
env_sun? What the hell is that?
Whoever is using photobucket, your images are no longer showing up.
[QUOTE=Mr. Someguy;41478092]What if "RAVENHOLM" is spraypainted onto the back, and we find the sign face-down? The other side will just have the town name in Cyrillic.[/QUOTE]
oh man I don't want that, the ravenholm sign is an iconic prop :|
[QUOTE=Butthurter;41482222]who cares whatever in it was prob shit[/QUOTE]
so are you
[QUOTE=kwant111;41480689]No offense, but I don't think that mod will even last. There is one person creating this, and he doesn't even know what a cubemap is.[/QUOTE]
Are you kidding? He's a master, his map is made with nothing BUT cubes!
[QUOTE=Mr. Someguy;41478092]What if "RAVENHOLM" is spraypainted onto the back, and we find the sign face-down? The other side will just have the town name in Cyrillic.[/QUOTE]
Put u shudnt come here on the botton
[QUOTE=Anotherwall;41486219]Put u shudnt come here on the botton[/QUOTE]
[video=youtube;BY53J-ZBOYU]http://www.youtube.com/watch?v=BY53J-ZBOYU[/video]
[QUOTE=Anotherwall;41486219]Put u shudnt come here on the botton[/QUOTE]
Obligatory:
[IMG]http://imgur.com/wBBuI73.jpg[/IMG]
In some very particular cases, (just very few) we could have citizens speaking russian, you can have both languages in the game and it won´t mess up the lips movement, it will automatically match, and in any case, you can turn on captions and they`ll be in english. it would be just for some specific cases, now you might disagree I know, but just think about it
Another case could be with grigori, he is probably russian and gordon never speaks so, he could just say things in his native language, but I have my doubts myself. Here I´ll show you some russian lines I left in just to see if they would fit.
You tell me, if you don´t like it, well, I´ll just leave it till here and won´t mention it again
video
[video=youtube;BY53J-ZBOYU]http://www.youtube.com/watch?v=MEj8BCFcVyM[/video]
It sounded good in concept, but I really don't care for the application. I can't understand a word of the russian and it kind of would take away from part of Grigori's insanity if you couldn't understand him. I was kind of annoyed after the fourth or fifth line, I don't think I'd mind accents though as long they were varied. Grigori felt more like an unintelligible bald guy who gave me a shotgun rather than an insane priest who'd watched his entire congregation become an omnipresent threat and was now it's only survivor.
Having some citizens speaking different languages would be neat, not everyone speaks English.
Part of the idea of having everyone from presumably different cultures in a European city speaking the same language was to show how the combine have essentially eradicated our various cultures and corralled people from all over the world into these cities.
[QUOTE=Zyler;41488031]Part of the idea of having everyone from presumably different cultures in a European city speaking the same language was to show how the combine have essentially eradicated our various cultures and corralled people from all over the world into these cities.[/QUOTE]
It was more to do with limits on how many wav files they could ship with:
[QUOTE=Marc Laidlaw]If someone wanted to, they could mod a version of City 17 that would play as intended: Namely, the citizens should have spoken every language in all our localized versions, and Breen's broadcasts (and all the PA broadcasts) should have looped through all the translations. Maybe someday, the amount of audio you'd have to load to have all those wavs in memory will seem insignificant and this will be a really easy thing to do...but I always pictured the citizens speaking every language with every accent. The fact they all speak American English is just an unfortunate byproduct of our various physical limitations...it could be modded to be otherwise.[/QUOTE]
[URL="http://forums.steampowered.com/forums/showthread.php?t=2503050"]Source
[/URL]
[editline]edit[/editline]
Also:
[QUOTE=Marc Laidlaw]The Americanness of the citizens was the result of audio limitations. One thing I wished we could have done, once the localization was accomplished, was mix it up so that the citizens' dialog drew from every single language we had translated for the game. The code to do this is not difficult; but it would have meant adding every single citizen audio file for every single language, rather than simply the local language. I wanted to do this for the City 17 announcer voices as well. If someone were to make this mod, it would represent what I think is a much truer picture of the City 17 that was in our heads.[/QUOTE]
Perhaps if you keep the important parts in english, and leave random citizen talk to pool from different languages it might not be as confusing.
[QUOTE=glitchvid;41475861]Yeah, already on it: just having to deal with it crashing on the road import of NYC.[/QUOTE]
Don't use NYC for the final skybox. City 17 is clearly an eastern European city and laid out in a curvy winding road way. People hated Fakefactory for making the City 17 skybox look like NYC.
I'd rather have it all in English. Sort of like in movies and cartoons where the main character speaks another language (like Russian), but you hear everything in English so you can actually understand what they're saying. I'm not trying to say Gordon knows other languages, but I'd rather understand everything I hear.
[QUOTE=Armageddon104;41488557]Don't use NYC for the final skybox. City 17 is clearly an eastern European city and laid out in a curvy winding road way. People hated Fakefactory for making the City 17 skybox look like NYC.[/QUOTE]
Rerr.
I'm using Riga.
[QUOTE=Armageddon104;41488557]People hated Fakefactory for making the City 17 skybox look like NYC.[/QUOTE]
Does anyone have a picture? The guy has ability, but he lacks talent, if that makes sense. I'm curious as to how he handled it, even if he did take the wrong approach.
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