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jketiynu
jketiynu Jun 13 2013, 6:14pm says:

Yay rainbow.

How is this done exactly? Are you tying the shader to a script so it happens during certain weather, etc. ?

+2 votes     media: Rainbow over marshes
jketiynu
jketiynu Jun 13 2013, 6:13pm says:

Must...have...now.

+1 vote     media: Indoor reflections
jketiynu
jketiynu Jun 12 2013, 5:54pm replied:

I'm not setting a release date at this time. It's too early.

+1 vote     mod: Swartz Mod
jketiynu
jketiynu Jun 12 2013, 1:42pm replied:

Hmm, try stuffing the money in the disc tray, that way the computer can process it correctly.

+2 votes     media: AAC Honeybadger
jketiynu
jketiynu Jun 12 2013, 1:35pm replied:

Yes he did an animation project for vanilla weapons. I don't have the link handy though.

+1 vote     media: AAC Honeybadger
jketiynu
jketiynu Jun 12 2013, 1:21pm replied:

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.

+1 vote     media: AAC Honeybadger
jketiynu
jketiynu Jun 12 2013, 11:29am says:

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.

+1 vote     mod: S.T.A.L.K.E.R.: Call of Chernobyl
jketiynu
jketiynu Jun 12 2013, 11:24am says:

Dual weapon holstering, very nice :)

+1 vote     media: ...
jketiynu
jketiynu Jun 12 2013, 11:22am says:

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?)

+1 vote     mod: Unexpected Reality
jketiynu
jketiynu Jun 12 2013, 11:15am says:

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).

+3 votes     media: AAC Honeybadger
jketiynu
jketiynu Jun 12 2013, 9:32am replied:

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.

+1 vote     media: Winners
jketiynu
jketiynu Jun 12 2013, 9:17am replied:

Really? The person who did this skin got like Skin of the Month for this :P

I'll send it to ya.

+1 vote     media: AAC Honeybadger
jketiynu
jketiynu Jun 12 2013, 1:35am says:

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 :)

+2 votes     media: AAC Honeybadger
jketiynu
jketiynu Jun 11 2013, 9:05pm replied:

Make it crack so it's a real party ;)

+1 vote     media: Winners
jketiynu
jketiynu Jun 11 2013, 9:04pm says:

Are you guys utilizing some new shaders? Things look...different (in a good way).

+1 vote     media: Winners
jketiynu
jketiynu Jun 11 2013, 9:01pm replied:

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 :)

+1 vote     media: various sun beams
jketiynu
jketiynu Jun 11 2013, 8:40pm says:

Great :)

Just so you guys know there is no normal/bump-map currently applied to the model, so it will look better after that.

+2 votes     media: Ak-12
jketiynu
jketiynu Jun 10 2013, 3:40pm replied:

Yep, in fact GWR mod already does this. I already added it too :)

+3 votes     media: Sights demo #2
jketiynu
jketiynu Jun 10 2013, 8:21am replied:

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 :)

+2 votes     media: Sights demo
jketiynu
jketiynu Jun 9 2013, 10:47am replied:

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 :)

+1 vote     media: various sun beams
jketiynu
jketiynu Jun 8 2013, 3:03pm says:

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).

+2 votes     media: Shader tweaks - Indoor light
jketiynu
jketiynu Jun 7 2013, 10:07pm says:

Damn nice.

+1 vote     media: various sun beams
jketiynu
jketiynu Jun 7 2013, 2:57pm says:

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).

+1 vote     media: Shader tweaks - Shadows
jketiynu
jketiynu Jun 7 2013, 12:22pm replied:

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.

+1 vote     article: June update
jketiynu
jketiynu Jun 7 2013, 10:50am says:

Wait, you added bloodmarks to bodies? That's awesome, nice work.

+2 votes     media: блудмарки
jketiynu
jketiynu Jun 6 2013, 9:59pm replied:

And to you as well :)

+1 vote     article: June update
jketiynu
jketiynu Jun 6 2013, 9:59pm replied:

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.

+1 vote     article: June update
jketiynu
jketiynu Jun 6 2013, 9:57pm replied:

That's an interesting idea but I don't think I'll be using it. Thanks anyways.

+1 vote     article: June update
jketiynu
jketiynu Jun 6 2013, 2:43pm says:

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) :)

+1 vote     media: Shader tweaks - Indoor light
jketiynu
jketiynu Jun 6 2013, 12:54pm says:

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

+2 votes     media: Shader tweaks - Shadows
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