My question because I caught the skinning bug again, do people like the furniture black, or would it look better plum colored?
[t]http://i.imgur.com/INweTCA.jpg[/t] Plum
[t]https://www.texasshooterssupply.com/catalog/images/DSC_0063web.jpg[/t] Black
Oh, forgot to ask, Loner, do you normal map for Stalker? Because I'd like to redo the normal map so it kinda makes the furniture look more "correct".
I make normals, indeed. I've gotten some cool advise from the guy doing the LA texture pack.
And I like it all black better, but that's just me
i tend to prefer black because muh tacticools
i've played enough far cry 4 to know that darkly colored guns are them most boring kind
[t]http://i1-news.softpedia-static.com/images/news2/Far-Cry-4-Escape-from-Durgesh-Prison-DLC-Gets-Gameplay-Walkthrough-Video-469797-2.jpg[/t]
and this is without the 'black' gun paintjob
[editline]21st October 2015[/editline]
[QUOTE=purvisdavid1;48949835]
[t]http://i.imgur.com/07xlrYp.jpg[/t]
Kinda there.[/QUOTE]
also the fuck is up with those proportions
[editline]21st October 2015[/editline]
reminds me of the assault rifle from RAGE with how smushed up it is
That's just awkward hand scaling
it's a combination of traditional vodka scaling and funky gun origins
[QUOTE=lintz;48954435]i tend to prefer black because muh tacticools[/QUOTE]
Plum it is.
:v:
[sp]I'll probably make a few colors[/sp]
[editline]21st October 2015[/editline]
[QUOTE=cdr248;48954758]also the fuck is up with those proportions
[editline]21st October 2015[/editline]
reminds me of the assault rifle from RAGE with how smushed up it is[/QUOTE]
Everything minus the rear leaf sight and the recoil spring button are correct, those are the only two things that look too big to me, and I'm going off my 74 as a reference.
And everything is a rivet end. I completely fucking spaced that. What the hell guy.
Its mostly a problem of the origin + FOV for the model.
Does anyone know how to fix black polygons appearing during foggy weather in CoC? They move with the playerview and seem to originate from around the sun.
[QUOTE=purvisdavid1;48955253]Plum it is.
:v:
[sp]I'll probably make a few colors[/sp]
[editline]21st October 2015[/editline]
Everything minus the rear leaf sight and the recoil spring button are correct, those are the only two things that look too big to me, and I'm going off my 74 as a reference.
And everything is a rivet end. I completely fucking spaced that. What the hell guy.[/QUOTE]
I'd go with black, plum, gray, and maybe a camo and urban scheme, like these.
[img]http://www.realitysurvival.com/wp-content/uploads/2012/09/2012-03-31-13.34.09-500x270-web-mode_500x2701.jpg[/img]
Give your weapon some style.
[QUOTE=BANNED USER;48956187]I'd go with black, plum, gray, and maybe a camo and urban scheme, like these.
[img]http://www.realitysurvival.com/wp-content/uploads/2012/09/2012-03-31-13.34.09-500x270-web-mode_500x2701.jpg[/img]
Give your weapon some style.[/QUOTE]
Well it's a consideration. I just wonder how the normals will turn out from Loner.
[editline]21st October 2015[/editline]
[QUOTE=Furioso;48956155]Does anyone know how to fix black polygons appearing during foggy weather in CoC? They move with the playerview and seem to originate from around the sun.[/QUOTE]
I dunno personally, but I've had problems with AA in shaders in SHOC kinda like that, maybe it's AA in CoP's engine bugging out?
[QUOTE=purvisdavid1;48956222]
I dunno personally, but I've had problems with AA in shaders in SHOC kinda like that, maybe it's AA in CoP's engine bugging out?[/QUOTE]
AA is off. I do remember having similar problems in CS and fixing it with one of those weird r2 sun something or other commands, but I don't know what to do for CoC
I've been on a quest to acquire every artifact in CoC. Does anyone know where Bubbles/Balloons are likely to spawn?
What do we think of various weight limits for different suits? (small differences, though. Not something like +30 kg)
I did that in Redux, I think it was a pretty good idea
[QUOTE=Beacon;48958352]I did that in Redux, I think it was a pretty good idea[/QUOTE]
How about ...
[t]http://media.moddb.com/images/mods/1/26/25752/XR_3DA_2015-10-21_22-21-12-07.png[/t]
Too much? It's a special suit, though. I still think it's a tad too much. +9 kilos and a 1KG marging between not being able to move anymore (you cant move at 70 instead of 60)
[QUOTE=LoNer1;48958554]How about ...
[t]http://media.moddb.com/images/mods/1/26/25752/XR_3DA_2015-10-21_22-21-12-07.png[/t]
Too much? It's a special suit, though. I still think it's a tad too much. +9 kilos and a 1KG marging between not being able to move anymore (you cant move at 70 instead of 60)[/QUOTE]
That's alot of ammo.
[QUOTE=dedo678;48958930]That's alot of ammo.[/QUOTE]
It happens when you accidentally edit a stash to have 'a little' more ammo than usual ...
[t]http://orig07.deviantart.net/2ab4/f/2015/295/3/6/xr_3da_2015_10_21_20_19_53_64_by_mod_a_holic-d9dzaqf.png[/t]
And there's indeed 5 new ammo types in this screenshot.
- 2 added shotgun ammo types, 1 zone produced, one "import" ammo variant. 12G explo, firing 8 small pallets (not really explosive ammo, don't worry). It has a shrapnel effect, good for taking out mutants (they bleed to death). And a zone produced "High Velocity Round", which is a makeshift dart with small flash artefact fragments mixed in. I've been thinking of making this ammo pretty accurate at range (its just 1 shell, not a buckshot) and it has a high damage multiplier. Inspired by OWR, I'm giving different weapon classes the same (with real slight differences) hit_power, so the ammo determines how much damage output they have.
- 2 new ammo types, namely the .357 Magnum Express rounds
- 1 added 9x39 ammo type. I've read about it and it's also an "import" variant with a little more distance and pen than the AP rounds, but a little more dispersion and less kinetic hit (lower damage / impact multiplier). A sort of 'in the middle' of the SP5 and SP6 rounds, slightly better than the regular PAB9 ones.
When it comes to the ammo, I'd personally remove the new 9x39 ammo just because of realism, and I'd make the 12G frag be one shell with a minute explosion. Maybe half or 1/4th the strength of an RGD-5.
[QUOTE=purvisdavid1;48959568]When it comes to the ammo, I'd personally remove the new 9x39 ammo just because of realism, and I'd make the 12G frag be one shell with a minute explosion. Maybe half or 1/4th the strength of an RGD-5.[/QUOTE]
You want to remove a 9x39 ammo variant for the sake of realism...in a game about mutants and artifacts? Ontop of the fact that he has ammo that is essentially a slug round with artifact chunks in it?
[QUOTE=Jamie1992GSC;48959781]You want to remove a 9x39 ammo variant for the sake of realism...in a game about mutants and artifacts? Ontop of the fact that he has ammo that is essentially a slug round with artifact chunks in it?[/QUOTE]
There's only 4 real ammo types for it and Stalker has them all, adding a new one in is kinda absurd because it's not commercially available like 5.45, 5.56, 7.62, etc.
Though then again, artifact modified ammunition is still a thing, so maybe 9x39 artifact modified ammunition?
[QUOTE=purvisdavid1;48959844]There's only 4 real ammo types for it and Stalker has them all, adding a new one in is kinda absurd because it's not commercially available like 5.45, 5.56, 7.62, etc.
Though then again, artifact modified ammunition is still a thing, so maybe 9x39 artifact modified ammunition?[/QUOTE]
Neither are artifact infused slug rounds...if you aim for realism by removing one round but none of the others that seems like a rather redundant change.
You'd need to remove all the ammo's that aren't "Real" if that was the intention. :v:
It makes no sense with something that's as highly controlled as 9x39 ammunition. It's only used by RF military personnel, so how it's getting to the zone is quite literally beyond me. It deserves it's hefty price because it's either stolen from RF spetsnaz and their cargo entering the zone, some really good smugglers, or in the case with this new ammo, someone figured out the specifications for the ammunition and started loading their own shells for sale, which would be so ridiculously hard in reality, I just don't see how it could transfer over in game.
It makes sense that shotgun slugs worldwide being the uniform 12x76 shell, along with the plentiful amount of Flash artifacts in the zone could make a sizeable amount of ammunition.
And all the ammo in the game save for the Gauss ammo are modeled after and describe real ammunition.
[QUOTE=purvisdavid1;48960080]It makes no sense with something that's as highly controlled as 9x39 ammunition. It's only used by RF military personnel, so how it's getting to the zone is quite literally beyond me. It deserves it's hefty price because it's either stolen from RF spetsnaz and their cargo entering the zone, some really good smugglers, or in the case with this new ammo, someone figured out the specifications for the ammunition and started loading their own shells for sale, which would be so ridiculously hard in reality, I just don't see how it could transfer over in game.
It makes sense that shotgun slugs worldwide being the uniform 12x76 shell, along with the plentiful amount of Flash artifacts in the zone could make a sizeable amount of ammunition.
And all the ammo in the game save for the Gauss ammo are modeled after and describe real ammunition.[/QUOTE]
Baring in mind this is an alternate timeline with many different kinds of technologies. People walking around in Exo suits like its nothing is hardly realistic to begin with.
I kinda agree in a way, and that's without even discussing the [I]point[/I] of having another round variant that's just ever so slightly different
seems a little pointless
[QUOTE=spekter;48960153]Baring in mind this is an alternate timeline with many different kinds of technologies. People walking around in Exo suits like its nothing is hardly realistic to begin with.[/QUOTE]
[url]https://en.wikipedia.org/wiki/HAL_%28robot%29[/url]
Exoskeletons like these were used by workers in the cleanup of Fukashima. These suits first debuted in 2005, 3 years before the games timeline occurs. While exotic, they're not out of the question.
[QUOTE=spekter;48960153]Baring in mind this is an alternate timeline with many different kinds of technologies. People walking around in Exo suits like its nothing is hardly realistic to begin with.[/QUOTE]
Even fantasy universes should be grounded in some kind of logic or consistency. STALKER takes place in the real world, a modified real world yeah, but the rarity, smuggling, and production of an ammunition type is something that's based in the real world, not STALKER.
So whenever Loner is done with normal maps, I've have black, plum, grey, and GSC Green for AK furniture colors. After this I might do the AKS-74U.
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