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So a normal army beret can stop a bullet? ;)
Thanks for the update nice to see your mod is alive. :)
You guys are in a roll, some times back you thought it was not possible to make more with the LS3D engine, now it seams everything is possible. :D
And yes SSAO makes a significant difference to the looks of a scene, and it indeed needs to be less blurred, but if Mafia has lightmaps and it uses radiosity lighting (and you have access now to the radiosity feature), then AO should automatically be present, so does beams with lightmaps should look more pronounced and even better looking then the SSAO one, are you using lightmaps on this scene?
Very nice indeed, the doom3 sounds will be replaced eventually i hope ?
Also please bring the specular of the rocks down a tad, right now they look very wet and shiny. Btw some sections of the maps (the caves sections) look very bright imo, i think you guys should bring the ambient light down a little and let the shadows stand up more.
Fantastic work man as a mapper i always missed this feature on idtech 4, this feature alone imo makes it worthy to buy your game for idtech 4 moders.
It didn't looked bad on the X-ray engine for the contrary, and the X-ray engine also supports advanced dx11 effects, it is a very competent engine. I really can't see what a game like stalker has to gain in going to the Cryengine 3 in the visual department, the only good thing that i see from this engine is the modding tools and the ability to go stand alone or even to consoles if the developers want it.
FANTASTIC!!!!! enough said.
DX11 is broken on AMD cards almost since release and the developer never bothered to solve that and now they are dead so a patch is totally out of the question, at lest a official one.
It seams faster because all dx11 only effects are disabled completely and even the god rays are disabled in dx11, they work fine in all the other renders tho.
It does looks awesome indeed, but my only reservation is that on the Source engine you lose the ability to use more then one dynamic shadow casting light, so only the character lantern will be able to cast dynamic shadows (i hope), that is a petty but don't get this wrong i will play this mod when it goes live and i give total congrats to you guys it does looks fantastic, is just that imo a game like silent hill really gains much with real time lighting and shadows, that was something that i specially liked about the Silent Hill Homecoming game , i also remember how in the old Silent hill games the use of the dynamic shadows effects was just cool, even today Silent hill 2 (PC version) looks awesome because of that (and the higher resolution plus AA ;D ).
so happy seeing news from you guys and the pics look very good.
The second i saw the image it reminded me of Splinter Cell Chaos Theory. :D
Fantastic, like i said some time ago it was just light maps and shadows that this scenes needed to come to life, congrats to all involved.
Yes i still don't comprehend how they can do that with only the HL1 SDK and no access to the render source code, is bloody amazing.
the space restrictors are just a editor object and code trick there's no EAX involved in this.
Fantastic work can't wait to see the inside portions with all this nice treatment.
No you are not imagining things :D
Matrix always add a very green atmosphere.
Its Alive!!! Run!! ;)
Very nice lighting Maddieman looks almost has a Maxpayne 2 render, btw i'm totally surprised that you are still working on this mod, continue doing so even if unfortunately i will not be able to play it, :( because neither of the Remedy Max Payne games work on my Windows 7 64 bits, and i tried everything they just don't work and i don't have access to windows XP machines anymore. :(
Do you know En.wikipedia.org has a Rapture3D user (headphones only) i just love this kind of sound realism in games, by making the recording binaural then you would make this available to anyone, no need to buy Rapture3D or even some expensive 5.1 system or expensive Headphones.
No there's no need for EAX the sound he is using is simple stereo.
Continue the fantastic work. :)
Now we are talking, continue the fantastic work. :)
Imo you should be the one talking with the community, this reply is much more professional and word minded plus responds perfectly to my reply, even if sadly is to say, no we will stay with this physics has they are, that is your choice and of course i respect that.
So instead of saying to me "Ok thanks for your opinion but don't worry it will look better" you say i lack common sense and give me a condescending reply, i know you don't own me anything has this is a free mod, but the lack of professionalism you seam to show and with how you reply to potential users or even partners, will bite you one day in the *** and perhaps it may be one of the reasons you seam to be low on team members. With that good luck on your modding and game developing endeavors.
If that 0.9 peace means the human heart area then is wrong, it is in the middle of the chest not on the left breast.
oh i see that is the door where you need to take that glowing ball to the other side of the maze for it to open. :) Also i love the lighting in the scene you are really capturing that Egyptian tomb feeling at lest in my opinion.
Looks fantastic for a Mafia 1 scene :) , also shaders are never CPU intensive they are GPU intensive because they run on the graphics card, btw now a days almost all games are GPU heavy not CPU heavy.
Things that run on the CPU on most all games now, audio, AI and physics, all the rest is GPU only.
Fantastic video and very funny i hope all the success to you guys.
Fantastic news now you can realize your dream mod on LS3D with the quality it deserves, now it will look even better then the original game. :)
For the game looks certainly cool, but on Wikipedia it says that is not proven that does images on dendera represent a electrical lighbulb of any kind, it says : "The view of Egyptologists is that the relief is a mythological depiction of a djed pillar and a lotus flower, spawning a snake within, representing aspects of Egyptian mythology."
Is hard for me to believe they add invented the lightbulb and a way to get electricity to that same lightbulbs and not have any physical evidence of that on the thumbs excavations, also for a lightbulb you need translucent glass and all the man made glass on that period was opaque and colored used for jewellery, amulets and the occasional small receptacle.
Fantastic work, congrats. :)