Commented 16 years ago2008-11-05 21:36:07 UTC
in vault item: WATERComment #17141
The_(c)Striker: What a dick comment. He already said it was incomplete. I've received a number of complaints regarding you lately, keep it up and you'll get a strike.
This comment was made on an article that has been deleted.
Commented 16 years ago2008-11-02 21:50:15 UTC
in journal: #5445Comment #39467
Well it has a faint black vignetting around the edges, what if I just deepen that up?
The problem with blacking out the edges is that, it being done entirely in Hammer, it's going to look off at certain resolutions, and entirely different at 4:3, 16:9 and 16:10 proportions. It's usually something handled with a bit of code, I'm assuming.
The actual crosshairs aren't actually just overlayed on the screen, so they won't suffer from odd proportions.
Commented 16 years ago2008-11-02 20:45:13 UTC
in journal: #5445Comment #39466
"Looking hawt. LOL the pun. Wait didn't someone else write that in a journal :P"
Thanks, I think Ant said it in my Volcano vid, iirc.
"if they were 100% accurate we would never get past them :s"
Probably should've said 'sniper rifles'. The gun itself always seems to hit exactly where the beam is aiming. It's the sniper AI that occasionally misses.
"The gun looks awesome. I love the overlay, it all really makes me feel like a combine sniper. >:)"
I shall work on a shooting range version of this so everybody can enjoy sniping innocent rebels. ;D
"Oh, and I think I do agree with Daub about the scope, make it a bit more black around it."
Hmm, well enough people have mentioned that to me, so I'll give it a try and see if I like it.
Commented 16 years ago2008-11-02 06:08:15 UTC
in journal: #5445Comment #39463
Heh, thanks. I put that scope light effect in there as an idicator for the reload. When the lights out, you can't shoot, but you can still track your target with the beam.
The proper scope is almost finished, too. New video might be up tonight, or tomorrow. ;D
Commented 16 years ago2008-10-29 00:02:13 UTC
in journal: #5434Comment #44312
"Well I don't know about you readers but I don't play a game to OOGLE at animations"
They're still important. If that awesome sidekick with the deep back story, awesomely detailed model and perfect voice acting walks around like he/she's got a stick up his/her ass and limbs made of slinkys, then all immersion is lost on me.
Commented 16 years ago2008-10-18 11:04:28 UTC
in journal: #5419Comment #58764
"even if I'm seeing reflections on it"
_<
You're not, you're seeing REFRACTION. Unless of course you somehow snagged a super-deluxe copy of the Source Engine that even Valve don't have.
"Why sin't the model shadowing itself? You can't see the real shape from far distances."
Refractive textures don't shadow the same way as a VertexLitGeneric, I'm fairly sure it won't shadow itself - it will just go off the world lighting of what's rendered behind it, all it does is distort the world and tint it. There might be a way to get around this when compiling the model, but I wouldn't know about that.
EDIT: If you tell someone else to go fuck themselves again because you simply got corrected, then I will lose my patience and give you another strike.
Commented 16 years ago2008-10-18 08:19:32 UTC
in journal: #5419Comment #58762
It's refraction. The model is close to the surface and his hence being refracted. It's just the way Source renders refraction outside of the water shader.
Commented 16 years ago2008-10-18 08:16:14 UTC
in journal: #5419Comment #58761
"And yes it's realtime reflection because scout isn't touching the wave, and you can see it reflected on the surface."
That's the way the Source engine renders certain refractions. Realtime relfection is IMPOSSIBLE on something that shape without coding. Ever wonder why Valve didn't use the 3D wavey water from HL in conjunction with their new water shaders? Because it's impossible. The surface is required to be flat, and reflection can only occur on one level in the map, try creating several water sources at different height levels, or at angles, and see what happens.
Valve only recently introduced reflections on the verticle plane with the OB update, previously it was limited to water shaders and water shaders only.
Now, volumetrics. For something to be volumetric, it must have VOLUME. Models do not have volume. The closest thing most game engines (at least ones getting on in age, like Source) can do regarding volumetric objects is physical particles. What you have there is, plain and simple, a 3D wave with a shader texture.
You wouldn't of had that conversation if you weren't an edgy little prat. There are NICE ways to say things to people who deserve it, and JeffMOD clearly does. He wants to fix it, but you're not making it easy, start being nice.
Played around with that last night. Not a good idea in the apartment blocks. D:
The problem with blacking out the edges is that, it being done entirely in Hammer, it's going to look off at certain resolutions, and entirely different at 4:3, 16:9 and 16:10 proportions. It's usually something handled with a bit of code, I'm assuming.
The actual crosshairs aren't actually just overlayed on the screen, so they won't suffer from odd proportions.
Thanks, I think Ant said it in my Volcano vid, iirc.
"if they were 100% accurate we would never get past them :s"
Probably should've said 'sniper rifles'. The gun itself always seems to hit exactly where the beam is aiming. It's the sniper AI that occasionally misses.
"The gun looks awesome. I love the overlay, it all really makes me feel like a combine sniper. >:)"
I shall work on a shooting range version of this so everybody can enjoy sniping innocent rebels. ;D
"Oh, and I think I do agree with Daub about the scope, make it a bit more black around it."
Hmm, well enough people have mentioned that to me, so I'll give it a try and see if I like it.
Daubster: I had thought about it, but I'd rather keep it open, and as un-cs-ish as possible, it is Combine tech after all.
Updated now with the final scope.
The proper scope is almost finished, too. New video might be up tonight, or tomorrow. ;D
Daubster: Dang you.
Never thought I'd say that.
They're still important. If that awesome sidekick with the deep back story, awesomely detailed model and perfect voice acting walks around like he/she's got a stick up his/her ass and limbs made of slinkys, then all immersion is lost on me.
Thanks, but.. not at the moment.
I have two ported models that need to be replaced, else Valve will consider it illegal I guess.
"Finish it!"
Everytime you say that, I delay it a minute, just to spite you!
Outdoors is pretty blank at the moment, but once it's near completion I'll upload a second vid.
"Why sin't the model shadowing itself? You can't see the real shape from far distances."
Refractive textures don't shadow the same way as a VertexLitGeneric, I'm fairly sure it won't shadow itself - it will just go off the world lighting of what's rendered behind it, all it does is distort the world and tint it. There might be a way to get around this when compiling the model, but I wouldn't know about that.
EDIT: If you tell someone else to go fuck themselves again because you simply got corrected, then I will lose my patience and give you another strike.
That's the way the Source engine renders certain refractions. Realtime relfection is IMPOSSIBLE on something that shape without coding. Ever wonder why Valve didn't use the 3D wavey water from HL in conjunction with their new water shaders? Because it's impossible. The surface is required to be flat, and reflection can only occur on one level in the map, try creating several water sources at different height levels, or at angles, and see what happens.
Valve only recently introduced reflections on the verticle plane with the OB update, previously it was limited to water shaders and water shaders only.
It is NOT relfection, it is refraction, which is pretty much standard affair in the Source engine. Heck, I created this: http://img171.imageshack.us/img171/2961/snowtest0078do1.jpg months ago with displacements, took about 10 minutes.
Now, volumetrics. For something to be volumetric, it must have VOLUME. Models do not have volume. The closest thing most game engines (at least ones getting on in age, like Source) can do regarding volumetric objects is physical particles. What you have there is, plain and simple, a 3D wave with a shader texture.
Also, a textured model is not volumetric.
JeffMOD: try this link:
http://img147.imageshack.us/img147/3143/lazerqv8.jpg
Our linking system in the comments sections are a bit dodgy at the moment, sadly.
..no?
I ordered some PC parts as bit of a present to myself.