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Posts posted by Arcturus
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blur - one of my favourite bands recorded new album after 12 years. I listened to it couple of times and in my opinion it's not their best work. But there's still some good music there.
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They have more hits like that
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Newest trailer:
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Hmm why doesn't the _black diffusemap in the second texture "animated_water_refraction" make the water black and opaque?
diffusemap _black
It actually does something. Without it material doesn't react to lights. I added that to splash material.
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Human Revolution had a very strong visual identity and the excuse for it was this whole 'new renaissance' idea. And because the game was successful they now wont change a single bit. As a result I have an impression that I already played it. They could at least swap orange with pink and triangles with circles, or something. But yeah, I enjoyed HR so I will buy this one too I guess.
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The trailer looks a bit silly to me. And the whole thing is identical to the previous game. It looks more like an expansion pack then a proper sequel. And I guess having a huge, augmented villain with a phony accent is now a tradition.
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Thank you. I plan to make more.
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Thanks guys. SteveL, looks like you're bigger art fan than me. I just looked for classic sculptures on wikipedia I could reproduce and stumbled upon this one. I never even heard of Bernini before.
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Hi, I've just finished this sculpture. It's inspired by Gian Lorenzo Bernini's "Damned Soul". It can be bought on Turbosquid.
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In the video you can see that it has specularmap affected by normalmap so specular reflection looks bumpy. Also image is warped by the same normalmap. And that's only one material. The other two are for the mirror reflection and a colour.
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Yeah, I think I just copied it from some other material. It probably does nothing.
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Have you seen this thread? Here's the demo map.
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Do you have "interaction shader" set to "normal" in the settings?
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Maybe I omitted something. Could you post a screen shot?
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It's basically a looped animation I created in Blender with ocean modifier. Here's a related thread. I thought about packing all the images into one file, but since the frames are 512 x 512 px and there's so many of them it would be a one gigantic image file. I don't think _black diffusemap actually makes any difference.
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I did not commit it, but of course you can use it freely. People seem to be worry real time reflections will slow down the game too much. But that can be replaced with cubemap. I think it's still better than nothing. My setup is pretty complex with 3 different shaders. But even a single animated refractive shader with 50 frames will look better than the stock clear water with a scrolling normalmap, in my opinion.
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Water uses 3 different surfaces:
a) semitransparent reflection
animated refraction (50 frames) that warps bottom of the river and the reflection; it also has specularmap with bumpmap
c) animated diffusemap (also 50 frames), semitransparent, using blend blend method, gives a little bit of colour on top
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Thanks
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@Arcturus, I think have asked for this before but - can you package up the map and all the files needed?
I don't think you have. Here are the files.
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I made splash the same way:
I don't understand the setup or how the bumpmap is combining with the standard heat haze water surface effect.
Check the zip file I attached. Material looks like this:
textures/particles/splash_1 { qer_editorimage textures/darkmod/sfx/deforms/splash_local.tga noshadows noselfshadow noimpact nonsolid translucent diffusemap _black { blend specularmap map textures/particles/splash_s alpha 0 } { blend bumpmap map textures/darkmod/sfx/deforms/splash_local.tga } { program heatHaze.vfp vertexParm 0 time * 0 , time * 0 // scroll vertexParm 1 2 //magnitude fragmentMap 0 _currentRender fragmentMap 1 textures/darkmod/sfx/deforms/splash_local.tga } }
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I learned it from one of our water shaders, which has that effect barely noticeable.
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I thought it would look worse.
Effects actually blend nicely and corners are not noticeable. There are some drawbacks however. It doesn't work with coloured water:
The effect is one-sided and I don't know how do another stage with faces flipped. Also particle don't fade, they disappear abruptly.
There are 3 particles spawned at random positions in one cycle. Z axis is also slightly random to avoid z-fight. Along the heat haze effect there is also specular map, just like the water in the video. Here are the files.
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I doubt you can have alpha on heat haze effect.
3ds Max Animation Tool for Thief 2 in Beta
in Off-Topic
Posted
That's Pinkdot. He did some models for Darkmod long time ago.