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How is this done exactly? Are you tying the shader to a script so it happens during certain weather, etc. ?
I'm not setting a release date at this time. It's too early.
Hmm, try stuffing the money in the disc tray, that way the computer can process it correctly.
Yes he did an animation project for vanilla weapons. I don't have the link handy though.
What do you mean? I'm using King Friday LR300 anims for it at the moment but I'd rather use something that has a good sprint animation so I might change the anims to something else.
How's this progressing Bangalore? I'm really looking forward to this.
Last I checked you needed someone to help with a script though on GSC forums. Has that been fixed yet? If I were you I'd ask for help on the SoC forums, it seems like that's the only forum left where there's any scripters active.
Dual weapon holstering, very nice :)
Is this mod really going to be released on the 15th or did you just put that there as a placeholder?
I'm really looking forward to this (can't wait to see how you did the bloodmarks on bodies)! :)
Also, what version of the game is this for (1.0004,5,6?)
Sent the textures to Loner, he's going to work on them :)
He also revealed something I wasn't aware could be done: faking specular highlights with the alpha channel. I'll be trying that out on a number of things.
P.S. Everyone send Loner some money, he's a cool guy ;)
While you're at it send some to r_populik too (basically taught me everything about importing models and working with them).
That's awesome. May I have your permission to port some of these new and/or tweaked shaders to CoP after you've released the mod? If not I understand.
Really? The person who did this skin got like Skin of the Month for this :P
I'll send it to ya.
I'll be editing it to make an integral-suppressed version of it too since that's how it's often used. Also a variant with an Eotech (for both suppressed and regular) sounds good :)
Make it crack so it's a real party ;)
Are you guys utilizing some new shaders? Things look...different (in a good way).
Just curious, why will DS2.0 be coming with some DX11 syntax when SoC doesn't support DX11? Is there something you're not telling us....? ;)
Also, even though CoP uses precompiled shaders for DX10&11, some of them are easy to edit (and others are impossible). Their wet-surfaces shader for 10&11 is one I think I'd like to port when you release this: I think I'd like to add your reflection/refraction of the wet surface to that shader to make it look so much better :)
Just so you guys know there is no normal/bump-map currently applied to the model, so it will look better after that.
Yep, in fact GWR mod already does this. I already added it too :)
It's available to anybody really, you just need to know how to get it to work (as they have no working examples by default). It requires merging both GWR and Shoker attachments mod. I'm pretty sure I gave the link for GWR in the Misery dev forum.
Anyways yes it's quite cool :)
Save yourself some $: For DX9 in CoP you can already port his shaders quite easily (I've ported various SoC shaders without issue). In Clear Sky you could probably port them to DX10 too since I don't think CS uses pre-compiled binaries (you just need to change around the syntax a little).
You should give him $100 Million anyways just for being cool as hell though :)
Update on Cook-Torrance/Float32 lighting: I got it working. In fact I feel like an idiot for not realizing why it wasn't working before.
However, in CoP the default lighting looks better for outdoors, and for indoors the light-model shown here is better.
As for the shadows image, if anyone is wondering where that went, I decided to stick with default shadow shader since the other one has performance problems on 4 passes (same number as vanilla but bigger performance hit is not worth it).
Update: I will not be using this shadow algorithm. Although it looks more accurate at times, other times it doesn't, and it needs at least 4 passes to look decent which eats up performance.
Instead I think I'm going to stick to the default shadow algorithm and see if doing 8 passes on it helps (default non-sun shadows has 4 passes).
Gunslinger hasn't been cancelled, it's still being worked on. It was just on hold for a little while.
Look up WolfKotto (I think that's the username) on Youtube and you'll see his videos. He makes new stuff all the time.
Wait, you added bloodmarks to bodies? That's awesome, nice work.
And to you as well :)
Thank you :)
I'm not familiar with that mod so I don't know, but there's only one scripted mag system I know of and it's the one Thunderfreak made for all 3 games, so it's probably the same one. The CoP version is not that clunky though and I don't even have the option of using the manual reloading GUI, it's disabled entirely.
That's an interesting idea but I don't think I'll be using it. Thanks anyways.
Gloss and all other settings are the same in both screenshots.
I can send you the shader if you want to see for yourself (or you can grab it from OGSM CS 1.8 Community Editon) :)
Sure enough it was the # of shadow passes.
Here it is with 6 shadow passes: Imgur.com
Took a big FPS hit with 6 passes but it actually created more detailed and varied shadows all over the place. I think I'm going to set it at 3 passes (instead of default of 2) and see how that goes.
I tried it at 16 passes but it glitched everything out :P