That hand was pretty low poly, the gloves and fingers were one, and the sleeves connected to the hands seemlessly, skin tight. This is supposed to look more 3d.
To answer your question Sgw32, the engine uses vertex lighting and calculates light geometry on the fly, similar to how the HL2 flashlight works.
The engine calculates what shadow should cast through a transparent texture, and how far the shadow should be, not even the source engine can't do this (yet).
It's actually a really simple system if you know C++.
At the moment, the flashlight is probably as good if not better than the HL2 flashlight.
Thanks. If you use a vertex lighting(not a per-pixel) why the lighting looks so soft? Do you use a tesselation? I know a lot about game coding(Im an engine coder), and shadowing of course too. I tried to make transparent shadow casting too, but the problem is that shadow caster CG shader must know what a texture is on a surface to discard alpha pixels. And the texture count is limited in shader.
To smooth the lighting, the engine uses a similar method to anti-aliasing to smooth and correct rough lighting, and it has little to no impact on performance, as part of that anti-aliasing is done during the map compile, about 60 percent actually.
Louis: I got my hands, now where are my pills?!
also -- I take it this is the PC version? I doubt we'll see such visuals on PSP.
Yes this is the PC version, although the map texture quality in this map specifically is the same as the psp version ATM.
the models compared to the mapping stands out. . though this looks really nice. would the mapping be in similar texture as teh models?
ALL map textures will be redone
seems really blocky for the pc version. The hand used in the teaser video with the pipe wrench looked really smooth.
That hand was pretty low poly, the gloves and fingers were one, and the sleeves connected to the hands seemlessly, skin tight. This is supposed to look more 3d.
asta ahora tienen alguna fecha para una descarga?
up to now have a date for a download? D:
We still have quite a ways to go, we need many singleplayer maps, models animated/remade, etc
bueno igual de que queda !queda¡, aun asi ban por muy buen camino :D
that is equally good! is, even so ban on the right track :D
How have you done transparent shadow casting?
Not sure, our engine coder sure knows what he is doing though. He implemented a whole dynamic lighting system
Hey, i'm the engine coder.
To answer your question Sgw32, the engine uses vertex lighting and calculates light geometry on the fly, similar to how the HL2 flashlight works.
The engine calculates what shadow should cast through a transparent texture, and how far the shadow should be, not even the source engine can't do this (yet).
It's actually a really simple system if you know C++.
At the moment, the flashlight is probably as good if not better than the HL2 flashlight.
Thanks. If you use a vertex lighting(not a per-pixel) why the lighting looks so soft? Do you use a tesselation? I know a lot about game coding(Im an engine coder), and shadowing of course too. I tried to make transparent shadow casting too, but the problem is that shadow caster CG shader must know what a texture is on a surface to discard alpha pixels. And the texture count is limited in shader.
To smooth the lighting, the engine uses a similar method to anti-aliasing to smooth and correct rough lighting, and it has little to no impact on performance, as part of that anti-aliasing is done during the map compile, about 60 percent actually.
Nice Textures on the gun! Looks very high poly though. :D
awesome........craft
Is that the manhack arcade I see?