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Comment History  (0 - 30 of 653)
Meltac
Meltac 7hours 33mins ago says:

Wow, looking very good! For me it's definitively NOT too much... almost looking like BF :)

+1 vote   media: New particle effects, collision, etc
Meltac
Meltac Dec 7 2014, 3:13pm says:

Looking good, guys!

+1 vote   media: Just some new screenshots
Meltac
Meltac Dec 4 2014, 4:54am replied:

Argoon, have you had a look into the shader-based nightvision effect in my Dynamic Shaders mod? It's a post-process and therefor quite different from what's possible to do with PPE effects (although it has its own downside such as performance impact).

Of course I could also cast additional ambient lighting onto the level geometry shader-wise but that would be going way too far in my opinion and is not even necessary as the effect works already well without (but good idea nonetheless). If you want something less depending on level lighting then thermal vision would be the better choice (also part of DS).

But what ket aims to do here is maxing out X-Ray with the given "internal" means, such as PPE effects, and for this big goal I'd say the result as shown here is already pretty good.

+1 vote   media: New IR & Infrared PPE effects
Meltac
Meltac Dec 3 2014, 4:22pm says:

Consider the soft water edges thing done :P

+1 vote   media: Final water results
Meltac
Meltac Dec 3 2014, 4:21pm replied:

Exactly. "Real" thermal vision would require X-Ray to pass a heat map to its shaders, much the way it passes a shadow map. Anything else is pure fake. You might have seen what Dynamic Shaders and certain other mods do on that front. Might look cool, of course, but is purely fake and thus not nearly realistic.

+1 vote   media: [WIP] Infrared headset
Meltac
Meltac Nov 30 2014, 3:03pm replied:

Sort of, but not on each and every light source, and only in a rather subtle way. Be surprised... :P

+2 votes   mod: Dynamic Shaders
Meltac
Meltac Nov 27 2014, 5:24am replied:

Sounds solid, thanks for the info. Good job :)

+4 votes   media: Some screenshots
Meltac
Meltac Nov 27 2014, 3:56am says:

Looks nice! Does the anamorphic lens flare occur on every single light source, or only on certain specific ones? Would it also be on dynamic light sources like NPC flashlights or the headlamps of moving cars?

+5 votes   media: Some screenshots
Meltac
Meltac Nov 27 2014, 3:31am replied:

Thanks. As written in reply to the previous comment poster, I am at the moment awaiting feedback from my alpha testers which I'd need to apply fixes and improvements where required. This said, I can't give an exact release date for DS 2.0 but it'll take us for sure another couple of weeks to finish everything. So it's going to be at very least somewhere early 2015.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Nov 25 2014, 5:36pm replied:

Correctly. Or, go to the main menu (same effect).

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Nov 22 2014, 3:25pm says:

That rain indeed looks heavy. Well done :)

+1 vote   media: Heavy Rain Test (720p)
Meltac
Meltac Nov 16 2014, 3:22pm replied:

That's what I hope, too. I'm currently waiting for my alpha testers' feedback so I could apply some improvements and fixes. This can still take a while though - my testers do their job thoroughly :P

+2 votes   mod: Dynamic Shaders
Meltac
Meltac Oct 24 2014, 2:52pm says:

Does not look much SoC-like. Looks... much better! I'd go for it.

+3 votes   media: Normal mapped branches / bushes
Meltac
Meltac Oct 18 2014, 3:21pm replied:

I got as well what you are intending to do. However I think some people might have gotten confused because you (as most of us) always aimed for graphics as photorealistic and weathers as authentic as possible, and then there are suddenly these "strange" (as in unnatural) sounds. Somewhat it doesn't fit together, at least not in one's first impression. Even though your explanation makes sense, I'd probably would try to get a balance between realism in terms of what we know from "our" real world, and post-nuclear atmosphere.

+2 votes   media: New rain & thunder sounds, improved ambient sounds
Meltac
Meltac Oct 17 2014, 7:02am says:

Noises of thunder etc. sound clear and "sharp" if they are near and get damped and somewhat "dull" the further away they are located from you.

Unfortunately in SoC there is no concept of different distances from a (rain)storm to the actor AFAIK (what would be great actually), but you could mimik a fixed distance by the "sharpness" of a given sound. For flash thunders to be percieved as being far way just add silence at the beginning of the thunder sound to mimik the delay of the speed of sound.

Generally I would consider damping the sounds and adding some reverb as suggested by others to give them a more atmospheric/environmental touch. Too much "quality" might be contra-productive here since real nature sounds are mostly not very clear/sharp unless you are very near to their source. Apart from that I'd agree with you that the quality of these sounds is an improvement compared to vanilla.

+2 votes   media: New rain & thunder sounds, improved ambient sounds
Meltac
Meltac Oct 11 2014, 3:34pm says:

Fairly nice, indeed. Is the sky from a specific weather mod?

+1 vote   media: Random image
Meltac
Meltac Oct 8 2014, 3:45am replied:

If you do not play Dynamic Shaders standalone but along with some other mod you will most probably need to do some file merging - as it's the case with most mods. Simply copying the files of mod A over to mod B, replacing the existing ones, normally won't work.

What files need merging in your case I can't say since I haven't played super mod 2.4.9.4, but usually those existing in both mods do.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Oct 1 2014, 3:57pm says:

Looks very nice!

+1 vote   media: OGSE 0.6.9.3. Night Lighting at the Yantar
Meltac
Meltac Sep 28 2014, 3:14pm says:

All the best to you guys!

+3 votes   article: The next step for L.U.R.K.
Meltac
Meltac Sep 12 2014, 3:19pm replied:

you're right, I've missed that. Nice!

+1 vote   media: Rats test
Meltac
Meltac Sep 12 2014, 9:53am replied:

oh really? I have to see that! I always loved games with "natural" AI behavior, things that just happen without being scripted events. Some NPCs and mutants in SoC already behave quite naturally but most wouldn't stand a turing test (i.e. you can tell upon first sight that they are computer-controlled).

+1 vote   media: Rats test
Meltac
Meltac Sep 12 2014, 3:40am replied:

Cool. Looking forward for them "travelling in packs" - will hopefully look a little like in that cut scene where strelok is dreaming of hundreds of rats :P

+1 vote   media: Rats test
Meltac
Meltac Sep 11 2014, 5:00pm replied:

Good idea. Will they always attack the player, as tushkanos do, or will some of them just "live their life" and eventually run away when the player approaches?

+1 vote   media: Rats test
Meltac
Meltac Sep 11 2014, 5:21am replied:

By real rats I meant "normal looking rats", not tushkanos. Of course both fit well, but it would have been cool to have them getting more mutated the nearer you get to CNPP, so from escape/cordon to, say, army warehouses normal rats would fit better, and beyond those maps tushkanos would be the choice.

+2 votes   media: Rats test
Meltac
Meltac Sep 11 2014, 4:15am says:

IMHO rats are about the best fitting creatures in the stalker world. Especially "real" rats and not those cut vanilla rodents.

+3 votes   media: Rats test
Meltac
Meltac Sep 2 2014, 2:58pm says:

That version of the fruit punch looks really cool, man :)

+1 vote   media: Agroprom Underground
Meltac
Meltac Sep 1 2014, 3:35pm says:

Pure pleasure :P Well done!

+2 votes   media: v20 demonstration - Blood on Ceiling
Meltac
Meltac Aug 28 2014, 5:37am replied:

Generally spoken it should. The mod used to work with AA1, and some users also seem to have it successfully merged into AA2. However I never tried myself so I can't tell which files need merging. You'll probably just have to give it a try ;)

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Aug 27 2014, 8:56am replied:

ok :P

+1 vote   media: Look what I found!
Meltac
Meltac Aug 27 2014, 3:36am says:

What sort of DOF do you have there?

+1 vote   media: Look what I found!
Meltac
Meltac Jun 26 2014, 5:20pm says:

Wow, love it!

+1 vote   media: Introducing.. Water Displacement
Meltac
Meltac Jun 18 2014, 5:21pm says:

Please note: The patch 2 version of the thermal vision does not work correctly in certain locations such as underground and causes graphical glitches in some situations, particularly when aiming to the sky. Both issues are known and a hotfix will be provided soon.

+1 vote   download: Dynamic Shaders 1.2 Beta - Patch 2 & ThermalVision
Meltac
Meltac May 28 2014, 9:00am says:

We have spotted another issue that requires immediate addressing what means that the patch will be delayed another few days. Sorry for that. We'll keep you informed.

+1 vote   article: [Announcement] Patch 1 for DS 1.2 Beta
Meltac
Meltac May 6 2014, 3:43pm replied:

Hmm, might be an issue of your user.ltx, if not any binary or dll injection tool is taking place. Could you send me (i.e upload to some place) your user.ltx and I'll compare with mine to see whether I spot something looking off.

And oh, better PM me to make sure I'll see your message (moddb doesn't notify me upon comments, only PMs).

+1 vote   media: Dynamic Shaders 1.2 Beta by Meltac
Meltac
Meltac May 6 2014, 11:52am says:

The blur looks awful in this video. Shouldn't be that bloomy. What settings have you made?

+1 vote   media: Dynamic Shaders 1.2 Beta by Meltac
Meltac
Meltac Mar 14 2014, 4:54pm replied:

Looking forward to see those. Ah, and one more thing that hit my eye. Now that the suit looks this authentic, the face skin becomes somewhat looking like wax, doesn't fit perfectly anymore. Will this possibly be resolved with your latest skin improvements coming into play?

+1 vote   media: worn fabric
Meltac
Meltac Mar 14 2014, 4:50pm replied:

just kill it outdoors and it will stand still ;)

+1 vote   media: mutant skin details
Meltac
Meltac Mar 14 2014, 9:27am replied:

oh well then better leave it as it is. Looks way more than just ok anyway :)

+1 vote   media: leather details
Meltac
Meltac Mar 14 2014, 9:25am replied:

that's true, in this particular case the fabric pattern even could make sense. Not sure however whether it might start looking off on certain other models, but as you are able to specify which meshes' textures shall have the fabric look and which not, it's just a matter of distinguishing between those where it looks rights and those where it looks off, and just use some other, fabric-less textures on the latter.

+1 vote   media: worn fabric
Meltac
Meltac Mar 14 2014, 6:40am says:

Looks well detailed even without going to "view original", good job!

+1 vote   media: fine fabric details
Meltac
Meltac Mar 14 2014, 6:38am says:

Very nice. Some leather is pretty (diffuse) reflective, so you might try raising the specularity / reflectivity a touch in order to get a yet more authentic result. Not sure how good X-Ray will handle this, though.

+1 vote   media: leather details
Meltac
Meltac Mar 14 2014, 6:35am says:

Looks a little like my history teacher, LOL!

+1 vote   media: zombie details
Meltac
Meltac Mar 14 2014, 6:34am says:

I really like that new cloth looking. However it's a shame that the mask is rendered with the same "fabric" look.

+1 vote   media: worn fabric
Meltac
Meltac Mar 14 2014, 6:32am says:

Looks pretty good. Maybe a touch too wood-like.

+1 vote   media: mutant skin details
Meltac
Meltac Mar 1 2014, 3:51pm says:

Looks very authentic, definitively wood-like. Good work, Ket!

+2 votes   media: Replaced / enhanced a few things
Meltac
Meltac Feb 3 2014, 6:45am replied:

I'm afraid you both will have to wait for a while for this to be released as this is only working well on my DX11 branch which is not ready by now. In DX9 the IR effect sort-of works but doesn't look that good, plus is heavily demanding in terms of excessive loading times which is not so cool IMHO.

+1 vote   media: Wolf is so hot!
Meltac
Meltac Feb 1 2014, 1:46pm replied:

sunrays are there, but in the player's back, that's why you don't see them here. DoF and sunshafts don't really work together due to engine limitations, unfortunately.

+1 vote   media: Reflective Suit Visor: same same - but different
Meltac
Meltac Jan 31 2014, 3:27pm says:

Very nice! Is this already using my latest build?

+2 votes   media: Random screens
Meltac
Meltac Jan 31 2014, 3:25pm replied:

I know precisely what you are talking about, LOL!

+1 vote   media: Lighting
Meltac
Meltac Jan 31 2014, 11:11am replied:

Definitively no. Why do you think I am?

+3 votes   media: Refined Reflective Suit Visor
Meltac
Meltac Jan 21 2014, 8:50am replied:

Hey jketiynu, welcome back! I'd thought you'd moved to other games ;)

+1 vote   media: Old-school B/W infrared vision
Meltac
Meltac Jan 17 2014, 2:52pm says:

Looks more like a current game than SoC :)

+2 votes   media: Lighting
Meltac
Meltac Jan 16 2014, 10:54am replied:

Thanks, however what you see in that shot is mostly the result of ket's work, not mine.

+1 vote   media: Snapped this at random
Meltac
Meltac Jan 15 2014, 10:58am says:

Your work with tweaking and refining things definitively pays off !

+1 vote   media: Snapped this at random
Meltac
Meltac Jan 11 2014, 3:07pm says:

Very nice!

+2 votes   media: Memories
Meltac
Meltac Jan 11 2014, 7:34am replied:

I know what you mean. Unfortunately there is currently no means to restrict the sunshafts to certain locations (besides using heavy scripting, which would probably make X-Ray unstable like hell at some point). But who knows, maybe we'll find a good way to do that somewhere in future ;)

+2 votes   media: close-to-final sun shafts
Meltac
Meltac Jan 10 2014, 5:00pm replied:

you can have it even more subtle if you like, without completely loosing the effect. That's one of the tweaks we did in the past weeks. With some other mods, if you tone the sun shafts' intensity too much down you either wouldn't notice a thing, or the effect would not look nice anymore.

+2 votes   media: close-to-final sun shafts
Meltac
Meltac Jan 10 2014, 4:58pm replied:

thanks, I aimed for making them look a little different to what other modders did. That's why the effect now also differs from my initial screenshots.

+2 votes   media: close-to-final sun shafts
Meltac
Meltac Dec 23 2013, 4:04am says:

not bad

+1 vote   media: new screens
Meltac
Meltac Dec 8 2013, 3:01pm replied:

Loner, I've PMed you on that subject because I don't want to start any arguments here.

But guys, your opinions on fog might be valid but you're forgetting about something: What is required IN REALITY is not fog in particular but SOME sort of (large enough) particle interfering with the incoming light. This might be humidity such as in fog, mist or moisture, but it can also be dust, smoke or whatever dirt particles in the air, even if they come just from pollution in a big city. So, presuming that The Zone is a poisoned, dirty and polluted place, visible sun shafts might be likely in any location, even without having any fog.

+1 vote   media: Daytime sunshafts
Meltac
Meltac Dec 8 2013, 2:53pm says:

This shot looks very atmospheric. Good stuff!

+1 vote   media: Daytime sunshafts
Meltac
Meltac Dec 6 2013, 3:22am says:

Yes it is!

+1 vote   media: [WIP] Sunset images
Meltac
Meltac Dec 5 2013, 4:04am replied:

Actually there are two rainbows - the second one is just much less prominent, so you won't see it when the overall intensity is low as it is in this picture ;)

+1 vote   media: Some Screens
Meltac
Meltac Dec 4 2013, 5:13am says:

Looks good. Where in the game is that?

+1 vote   media: Better lighting & shadows
Meltac
Meltac Nov 30 2013, 7:37am replied:

Yeah, I will tone it down a bit in the final build.

+3 votes   media: Some Screens
Meltac
Meltac Nov 29 2013, 3:17am says:

Impressive!

+4 votes   media: Volumetric fog demonstration
Meltac
Meltac Nov 27 2013, 4:17pm says:

Like it! The lighting looks a little off here, though. A furry thing should not reflect that much light; unlike metal, fur or cloth materials absorb much of the incoming light, instead of reflecting it. Not sure if you could do anything against that texture-/bump mapping wise, though.

+1 vote   media: Last few reworked normals examples
Meltac
Meltac Nov 27 2013, 4:13pm says:

Again very good. The mask is probably the best part, looks-wise. Metal always looks somewhat better in SoC than cloth, for example. Not sure whether that's because of X-Ray's texturing method, or the responsible shader not being optimized for cloths and the like.

+1 vote   media: Last few reworked normals examples
Meltac
Meltac Nov 27 2013, 4:08pm says:

Holy me, that leather suit looks pretty authentic, good job!
Now there are only a few parts that would need further retexturing to make everything look as good as it could ever get in SoC, for example that huge ugly chest-like bag on his pants, and his helmet (not the visor but the rest).

+1 vote   media: Last few reworked normals examples
Meltac
Meltac Nov 27 2013, 11:49am says:

Not bad, at least much better than before.

+2 votes   media: Examples of reworked normals for our furry friends
Meltac
Meltac Nov 12 2013, 4:11am replied:

No, if you're playing stalker for graphics, and you're not happy with it, you aren't playing it with the right mod ;)

+1 vote   media: Reworked err... building?
Meltac
Meltac Nov 4 2013, 5:31pm says:

Looks good. Did you also retexture that mud road to the right? I really like the look of that, too.

+1 vote   media: Better angle
Meltac
Meltac Nov 1 2013, 3:31pm says:

Yes! THIS is how the lighting of a full moon should look like!

+2 votes   media: moonlighting
Meltac
Meltac Nov 1 2013, 3:29pm says:

So you decided to make those pipes... yellow!??

+1 vote   media: Just a bunch of random screenshots
Meltac
Meltac Nov 1 2013, 3:28pm says:

I really like this one - the colors, lighting, foliage, brick works... Very nice! Only the sky could be a little more HDR-like.

+1 vote   media: Just a bunch of random screenshots
Meltac
Meltac Oct 25 2013, 7:16am says:

Is this SoC??? LoL

+1 vote   media: Just a bunch of random screenshots
Meltac
Meltac Oct 2 2013, 11:14am says:

This tree bark now looks the way it should always have looked. Also, the dynamic fog fits well into the scene here. Well done!

+1 vote   media: More tree barks
Meltac
Meltac Oct 1 2013, 4:50pm says:

Love it!

PS. check your mail - I've just done "something" ;)

+1 vote   media: Dusk
Meltac
Meltac Sep 28 2013, 3:16pm says:

Holy my... this is truly amazing! Just "wow"!

0 votes   media: Ultimate tree mapping
Meltac
Meltac Sep 28 2013, 3:13pm replied:

The directionality is all part of the concept ;)
However it's not impossible to use the same concept to create lens flare streaks.

+1 vote   media: Indoor Light Shafts II
Meltac
Meltac Sep 27 2013, 8:00am says:

Kiss my Groza! ;)

+3 votes   media: *muah muah muah muah muah!* Give me a kiss lover!
Meltac
Meltac Sep 27 2013, 3:50am says:

Hmm, me I like it. Looks almost photo-realistic - not in terms of radiation, but a little like the middle-european end of summer vegetation. More authentic than "pure green" IMHO.

+2 votes   media: Bar level details
Meltac
Meltac Aug 30 2013, 3:35am says:

Still needs some fine tuning, but already looking good!

+5 votes   media: sdk, l01_escape_old
Meltac
Meltac Aug 16 2013, 3:54am says:

Looks good, but is a tank armor surface supposed to look that bumpy?

+1 vote   media: Vehicles 1
Meltac
Meltac Aug 14 2013, 4:53pm says:

Vehicles, finally! They have deserved a re-design. Good job.

+1 vote   media: vehicle details
Meltac
Meltac Aug 12 2013, 3:31am says:

Looks good. I'd like to see that in close-up, though.

+1 vote   media: HD tree bark
Meltac
Meltac Aug 11 2013, 2:54pm says:

THIS is stalker!? Hehe... go(o)d job!

+2 votes   media: One more example
Meltac
Meltac Aug 11 2013, 2:53pm says:

Really, really impressed!

+1 vote   media: This is Stalker two (not "2" :p)
Meltac
Meltac Aug 8 2013, 3:36am replied:

Thanks. The final will mostly be the same, just a little more refined / balanced in terms of the graphical effects.

+4 votes   media: [WIP] Switchable Night Vision Scopes
Meltac
Meltac Aug 7 2013, 3:49am replied:

Yeah that will probably require some fine tuning to work well together otherwise you won't be able to tell whether some surface is wet or just reflective by its material.

+1 vote   media: Reflective metallic surfaces 2
Meltac
Meltac Aug 6 2013, 4:21pm says:

Looks very well! "Pimp your SoC" :-)

+1 vote   media: Reflective metallic surfaces 2
Meltac
Meltac Aug 6 2013, 11:22am replied:

Thanks - I love them too :-) However to be honest they don't look always as good as here. In some situations they are so-la-la, while in others they look just astonishing!

+5 votes   media: Soft Shadows, Wet Surfaces, Sun Effects, DoF
Meltac
Meltac Aug 4 2013, 7:47am replied:

that has been the case already since DS 1.1 - so you could have that partial effect for quite a while now ;-)

+1 vote   media: Thermal / infrared vision - scope only version
Meltac
Meltac Jul 15 2013, 4:24pm says:

Just beautiful!

+1 vote   media: Holiday snaps
Meltac
Meltac Jul 5 2013, 4:18pm replied:

It's swamp / marshes map from CS, ported to SoC, part of Kostya's map pack which consists of something like 46 maps. Beautiful level IMO.

+1 vote   media: random shots
Meltac
Meltac Jul 3 2013, 4:13am says:

Very nice. But that round shadow casted by the fireplace looks somewhat... unpolished. It's probably just X-Ray again, but it's a shame it belittles the visual impression of this image a bit.

+1 vote   media: Some images I snapped at the bandit post in cordon
Meltac
Meltac Jun 28 2013, 7:12am says:

Is it just me or have all your screenshots a little yellow-greenish touch, compared to vanilla? Apart from that, very nice work!

+1 vote   media: Refined normal maps
Meltac
Meltac Jun 28 2013, 7:10am says:

Looks very clean! It's a shame the missing anti-aliasing on the object edges makes the entire image look a little bit unpolished.

+1 vote   media: Some more "after" images with the refined normals
Meltac
Meltac Jun 24 2013, 9:12am replied:

There's nothing more relaxing than just lying lazily in the grass, scratching your armpits, and dreaming of STALKER 2 :)

+4 votes   media: Updates soon!
Meltac
Meltac Jun 22 2013, 3:34pm replied:

Yeah of course, the image was just to demonstrate the effect.

+3 votes   media: Idea: Underground Light Shafts
Meltac
Meltac Jun 20 2013, 4:55am replied:

Ah, fruitpunch - I knew it was something to eat :)

+3 votes   media: Indoor reflections II
Meltac
Meltac Jun 20 2013, 3:21am replied:

Don't see much? Dude, it's not only the chair. Look at the staircase, it pretty reflects the shine of the pudding anomaly - or whatever that slimy yellow thing upstairs is called.

+2 votes   media: Indoor reflections II
Meltac
Meltac Jun 14 2013, 3:13am replied:

check your PM inbox :-)

+2 votes   media: Rainbow over marshes
Meltac
Meltac Jun 10 2013, 3:38am says:

This one shows the additional flares very well (look at the bright areas in the shadows of the trees underneath the sun).

+2 votes   media: various sun beams
Meltac
Meltac Jun 7 2013, 5:47pm replied:

thanks. the ground is a sample of the dynamic wet surfaces. the sun combines god rays and radial light beams.

+6 votes   media: various sun beams
Meltac
Meltac Jun 7 2013, 10:38am replied:

My words, LOL!

+1 vote   media: Pre-Alpha Testing Stage - Some New Sun Shafts Pix
Meltac
Meltac May 27 2013, 9:33am replied:

It's inside the church in swamp / marshes from CS. The ported map is part of Kostya's map pack which has a total of something like 48 maps. I guess you'd need to google a working download link because the one I had is dead by now. If you don't find one let me know, maybe I could dig it up in my archives.

+1 vote   media: Pre-Alpha Testing Stage - Some New Sun Shafts Pix
Meltac
Meltac May 23 2013, 9:22am says:

Really O_o pretty, LOL!

+2 votes   media: Just a few more "O_o pretty" sunshaft shots
Meltac
Meltac May 23 2013, 3:43am says:

Holy... Looks great! However aren't the corner edges supposed to show up the parallax as well? It kind of bugs me that they are that ground/cut flat whereas the rest of the wall bricks look bumpy as hell (same in the next screenshot).

+1 vote   media: Some parallax screens
Meltac
Meltac May 23 2013, 3:34am says:

That looks somewhat... special. More of a supernova than a moon, LOL

+2 votes   media: Moonbeams
Meltac
Meltac May 22 2013, 3:33am replied:

Only the map, it's been ported to SoC.

+1 vote   media: Pre-Alpha Testing Stage - Some New Sun Shafts Pix
Meltac
Meltac May 20 2013, 3:38pm replied:

Thanks. However I didn't make the sky texture myself, it's from another mod, I think it was StalkerSkies.

+1 vote   media: Pre-Alpha Testing Stage - Some New Sun Shafts Pix
Meltac
Meltac May 20 2013, 9:55am replied:

yes, it's the ported map run in SoC, not CS.

+2 votes   media: Pre-Alpha Testing Stage - Some New Sun Shafts Pix
Meltac
Meltac Apr 4 2013, 9:22am replied:

If you hate it simply don't use it. That's all.

0 votes   media: Example of NPC freedom 2
Meltac
Meltac Apr 2 2013, 8:16am says:

What did you do with the light bulbs? Is it just your user.ltx, or some shader thingy?

+1 vote   media: Bar 2/2
Meltac
Meltac Dec 17 2012, 5:03pm replied:

Ok, will do - soon.

+1 vote   media: DS 2.0: Dynamic Rainbows Demonstration
Meltac
Meltac Dec 17 2012, 5:54am replied:

What do you mean? Wanna see this when actor is walking?

+1 vote   media: DS 2.0: Dynamic Rainbows Demonstration
Meltac
Meltac Dec 16 2012, 5:02pm replied:

...done!

+2 votes   media: DS 2.0: Dynamic Rainbows Demonstration
Meltac
Meltac Dec 6 2012, 3:23am says:

Beautiful!

+1 vote   media: S.T.A.L.K.E.R .Rebalanced. v1.2
Meltac
Meltac Dec 6 2012, 3:22am says:

Very scary...!

+1 vote   media: Reb v1.2 Testing
Meltac
Meltac Nov 29 2012, 5:41am says:

This video shows this effect in-game:

Moddb.com

+1 vote   media: [TEST] Effects demo
Meltac
Meltac Oct 30 2012, 5:00am replied:

Thanks, I like elaborated concepts like this.

The only problem is that there is absolutely no way (besides hacking the engine itself), to replace the in-game nightvision effects by a shader. First, they are ppe effects that are called after the shaders have been processed, so they are applied at an entirely different stage of the graphics processing chain. And second, there's no chance to detect/determine whether night vision has been activated by the player, so I have no means to enable a shader script-wise instead of the ppe.

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 5:04pm replied:

TBH I'm working on that...

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 5:00pm replied:

THAT is some idea I also had (with other effects and mutants as well). However it would require some way to go into the zombie's/mutant's body...

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 4:59pm replied:

Right, nice idea - would require some scripting, though

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 4:58pm replied:

Most probably, yes!

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 4:56pm replied:

Hehe, right...

+2 votes   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 4:55pm replied:

The effect should simulate a frosted visor. It's not yet perfect but could maybe be used in the early morning after a cold night, when wearing some seva or ecolog suit.

+2 votes   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 10:13am replied:

Yeah, it's also one of my favorites! Unfortunately I've not found so far a "worthy" use for it in-game...

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 8:42am replied:

I'm not sure if "realistic" is the right term for this. IMHO it's more of a kind of surrealism...

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 8:40am replied:

Hehe, I had that thought as well ;-)

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 8:39am replied:

Yeah, maybe. However I think the normal effect the game uses for that is already quite good. Thanks anyway.

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 25 2012, 8:38am replied:

Indeed, thanks for the suggestion!

+1 vote   media: [TEST] Effects gallery
Meltac
Meltac Oct 23 2012, 4:09am says:

Here the sunshafts' quality looks incredibly good. Very well refined.

+1 vote   media: A day in the life of living in the zone
Meltac
Meltac Oct 23 2012, 4:06am says:

Wow, nice dense grass! Btw, could it be made higher so that NPCs or at least mutants would be hardly visible?

+1 vote   media: A day in the life of living in the zone
Meltac
Meltac Oct 20 2012, 3:46pm says:

Looks very beautiful!

+2 votes   media: A day in the life of living in the zone
Meltac
Meltac Sep 19 2012, 7:08am says:

Very nice!

+1 vote   media: R1 Demonstration
Meltac
Meltac Sep 19 2012, 7:07am says:

Beautiful! What sort of anti-aliasing are you using? FXAA? And have you built it into your shaders, or is it injected by some external DLL?

+1 vote   media: Release is near.
Meltac
Meltac Sep 19 2012, 7:06am says:

I love that sky!

+1 vote   media: Release is near.
Meltac
Meltac Sep 15 2012, 3:18pm says:

That water looks really nice!

+2 votes   media: Lots of TK 14-10-12 build shots
Meltac
Meltac Sep 15 2012, 3:17pm says:

Wait, are you having indoor fog here???

+1 vote   media: Lots of TK 14-10-12 build shots
Meltac
Meltac Sep 5 2012, 9:18am replied:

I don't wanna know what he uses to clean it up, LOL ;)

Nice pic, btw!

+2 votes   media: Upclose and personal #3
Meltac
Meltac Aug 21 2012, 2:42pm replied:

And probably your modded light animations as well ;-)

Looks great!

+2 votes   media: Closer dammnit...i said closer!
Meltac
Meltac Aug 9 2012, 9:36am says:

Dense grass, huh?

+2 votes   media: Memories
Meltac
Meltac Aug 9 2012, 9:34am says:

Nice sky texture!

+4 votes   media: Sky
Meltac
Meltac Aug 7 2012, 4:53am replied:

@Uncle.Yar.: If you are a mod USER/PLAYER, you don't have to care about credits at all.

However, if you were a mod DEVELOPER you'd surely care who uses your code and claims it is his own work!

+2 votes   download: Beta shaders [update]
Meltac
Meltac Jul 12 2012, 2:25pm replied:

Disagree. One reason I made this is because it fits the Zone VERY WELL. Look at the weather, always an alternating mixture between sun and rain - perfect conditions for rainbows to show up!

+1 vote   media: [Experimental] DS 2.0 Rainbow Shader
Meltac
Meltac Jul 12 2012, 10:09am replied:

What do you say now? Better? I've re-uploaded the image in a newer version of the colors.

As for "when will it occur" - see my reply below ;-)

+1 vote   media: [Experimental] DS 2.0 Rainbow Shader
Meltac
Meltac Jul 12 2012, 8:18am replied:

Of course IT IS fake, lol. But I think this impression is due to the colors which do not look absolute authentic so far. And some fuzziness might smooth it out as well. Apart from that, I think it's not too far away from looking realistic, don't you?

+1 vote   media: [Experimental] DS 2.0 Rainbow Shader
Meltac
Meltac Jul 11 2012, 10:09am replied:

Yeah, thanks, I've also been impressed and surprised myself of the sunshafts' quality. However there ARE situations in-game where they don't look so good or cause undesired artifacts.

+1 vote   media: DS 2.0 : Sun Shafts / God Rays
Meltac
Meltac Jul 11 2012, 4:32am replied:

Yeah, I removed that screen just for the sake of avoiding having it as the first image here (I would have to have uploaded it before the others).

And yeah, moon shafts come up as well. I personally like them, but I also already thought of making this "configurable" by script - what would also allow other adjustments such as emphasize or tone down, or disable the shafts depending on custom conditions such as level, weather, time, among other things. Not sure yet if and how I will incorporate such a script in DS 2.0, though

+1 vote   media: DS 2.0 : Sun Shafts / God Rays
Meltac
Meltac Jul 11 2012, 4:26am replied:

Where? What do you mean, can you explain?

+1 vote   media: DS 2.0 : Sun Shafts / God Rays
Meltac
Meltac Jul 11 2012, 4:06am replied:

Thanks dude, took us quite some time of discussing and figuring how to get this effect into SoC. But we're quite satisfied with the result. You will have to have a little patience to try this, though...

+1 vote   media: DS 2.0 : Sun Shafts / God Rays
Meltac
Meltac Jun 14 2012, 4:07pm says:

See also the test video on this topic:

Moddb.com

+1 vote   media: [TEST] New Sun Shafts
Meltac
Meltac Jun 14 2012, 12:45pm replied:

Thanks, dude!

+1 vote   media: [TEST] New Sun Shafts
Meltac
Meltac Jun 5 2012, 6:28am replied:

TBH I just needed a place to upload that vid so I could link it to GSC forums ;-) It's so grainy because I had to compress it heavily in order to upload it. Was trying to port the sunshafts from CS, what sort of failed...

+1 vote   media: Lighting tests (not for production)
Meltac
Meltac May 31 2012, 9:07am replied:

The source code is proof enough. Everyone could have a look into those files and see who the original authors are. It's pretty obvious. Maybe you should point out what YOU actually did and what others did to avoid misunderstanding.

+2 votes   download: Beta shaders [update]
Meltac
Meltac May 30 2012, 4:02am replied:

Probably solved it (y)!

+3 votes   media: Wet Surfaces - Dynamic Object Reflections
Meltac
Meltac May 25 2012, 8:11am replied:

Thank you!

+1 vote   media: Wet Surfaces - Dynamic Object Reflections
Meltac
Meltac May 24 2012, 5:01pm replied:

Thanks, luck is something one can always make use of when it comes to modding an xRay-based game ;-)

+1 vote   media: Wet Surfaces - Dynamic Object Reflections
Meltac
Meltac May 24 2012, 4:21am replied:

Glad you like my work (and it was some bitch of a work, believe me!). However puddles like on those photos are an entirely different story. I'd like to have them, but at the moment have no idea how to implement without editing the levels. So for now all asphalt is equally wet.

+1 vote   media: Wet Surfaces - Dynamic Object Reflections
Meltac
Meltac May 23 2012, 5:18pm replied:

Ok, will try - thanks.

+1 vote   media: Wet Surfaces - Dynamic Object Reflections
Meltac
Meltac May 23 2012, 5:11pm replied:

Yeah, this is one of my favorits :-)

+1 vote   media: Wet Surfaces - Dynamic Object Reflections
Meltac
Meltac May 23 2012, 5:11pm replied:

Unfortunately, yes. I tested several approaches to avoid it with no success so far. I would need to tweak the shadow color in order to reduce the effect (do you by chance know how that's possible?)

+2 votes   media: Wet Surfaces - Dynamic Object Reflections
Meltac
Meltac May 23 2012, 5:07pm says:

This one is for the tractor lovers of you (those know what I mean) ;-)

+6 votes   media: Wet Surfaces - Dynamic Object Reflections
Meltac
Meltac May 1 2012, 9:59am says:

Please check the "view original" option to see the details.

+2 votes   media: Improved lighting - comparison
Meltac
Meltac Apr 26 2012, 11:58am replied:

Thanks! But you'll need to be patient because this will still take me a while to get a stable release version.

+1 vote   media: [Experimental] Reflective dynamic wet surfaces
Meltac
Meltac Mar 3 2012, 6:06pm replied:

That's just a sample, and it's the shader itself, not some texture. In real game you'll have to set the hud texture overlay yourself - so everything there is up to you ;-)

+1 vote   media: Visor Reflection Shader - new algorithm
Meltac
Meltac Feb 24 2012, 5:41pm replied:

hehe, I have a special kinda monitor ;-) No, of course not, it's just an excerpt of a screenshot.

+1 vote   media: Visor Reflection Shader Test (first algorithm)
Meltac
Meltac Feb 24 2012, 4:32pm says:

That's one of my favorites :-)

+1 vote   media: Visor Reflection Shader Test (first algorithm)
Meltac
Meltac Feb 24 2012, 4:25pm replied:

What exactly do you mean by "odd"? That's just widescreen...

+1 vote   media: Visor Reflection Shader Test (first algorithm)
Meltac
Meltac Feb 24 2012, 11:24am replied:

I never had imagined that edit could cause any issues, but somehow your screen looked like "misbehaving bloom", so it was a lucky guess to mention it ;-)
Glad you got it working now. Welcome.

+3 votes   download: Dynamic Shaders 1.1 Beta
Meltac
Meltac Feb 24 2012, 8:19am replied:

I made a diff between 1.02 and 1.1: Rghost.net

red marked files are changed, blues are new. Might help narrowing down the issue by replacing new files with old ones and see the results in game. First of all I'd try using the old bloom_filter.ps and see what happens. If still bad, try the old ShaderSettings (however you must merge the missing new values in otherwise will CTD).

+2 votes   download: Dynamic Shaders 1.1 Beta
Meltac
Meltac Feb 24 2012, 5:26am replied:

Are you sure you don't have the issue with my old version and exactly the same configuration (user settings, hardware, GPU settings etc.)? 'Cause I didn't change anything with brightness at all.
EDIT: Did you compare the shadersettings.txt with your previous working version? Maybe some setting here might be causing issues in your case (like the SSAO you had to disable before)

+2 votes   download: Dynamic Shaders 1.1 Beta
Meltac
Meltac Feb 24 2012, 5:02am replied:

The lense flare has not been included in this release. The only "real" new feature is the nightvision scope, but that's definitively not the problem here. Could you post some more screens showing that issue? I honestly have absolutely no idea where to start looking...

+2 votes   download: Dynamic Shaders 1.1 Beta
Meltac
Meltac Feb 24 2012, 4:27am replied:

I've never seen anything like that, nor do I have any idea how this could happen - sorry.

+2 votes   download: Dynamic Shaders 1.1 Beta
Meltac
Meltac Feb 14 2012, 4:21pm says:

Reminds me somehow of Terminator ;-)

+1 vote   media: Nightvision binocular
Meltac
Meltac Feb 13 2012, 3:47pm replied:

thanks :-)

+1 vote   media: Near field - depth of field
Meltac
Meltac Feb 13 2012, 3:45pm replied:

That's the default marshes map from Kostya's map pack (rip-off from CS).

+1 vote   media: New levels test (Marshes from Kostya's pack)
Meltac
Meltac Feb 2 2012, 5:04pm says:

Looks like you're on the moon ;-)

+1 vote   media: Extra's
Meltac
Meltac Feb 2 2012, 5:03pm says:

Wow! That gives the game an entirely new look!

+1 vote   media: Extra's
Meltac
Meltac Feb 1 2012, 2:14pm replied:

simply because the game itself is crap - if you ask me.

+4 votes   media: anamorphic lens flare test
Meltac
Meltac Jan 27 2012, 10:24am replied:

Well, I would have needed it ;-) My intention was to bring as much visual effects into the game as possible, thus making it look yet better. My ideal were newer games like Crysis 2, BF3, or FarCry 3.

But unfortunately there's one major limitation in ShoC, compared to those games: They use DirectX 10 or later, while we're still stuck on DX9 :-(

This makes some things simply impossible at all, and others possible but FPS killing.

+1 vote   media: anamorphic lens flare test
Meltac
Meltac Jan 25 2012, 3:09pm replied:

At least you're honest. But I learned a lot about shaders ;-)

+1 vote   media: anamorphic lens flare test
Meltac
Meltac Jan 1 2012, 3:38pm says:

I like most of your new textures, however in this case I'd prefer the old vanilla brick

+2 votes   media: K10 Vision (Vanilla SHoC ADD-ON)
Meltac
Meltac Nov 30 2011, 3:37am replied:

Thanks, I hope I'll manage to get it into the game as I intend to...

+1 vote   media: [Concept] Nightvision for scopes - low light
Meltac
Meltac Oct 23 2011, 5:33pm replied:

Thanks! And it even looks better in-game...

+1 vote   media: Dynamic Depth of Field Comparison
Meltac
Meltac Oct 23 2011, 5:32pm replied:

Not really... TBH I just found another cool DOF screenshoot which I used for the news - and decided to add it to the images collection as well since it shows the effect well

+1 vote   media: Dynamic Depth Of Field
Meltac
Meltac Oct 5 2011, 8:13am replied:

Could you please specify your problem so that I may be able to help you?

+2 votes   download: Dynamic Depth Of Field Shaders v1.02 full version
Meltac
Meltac Sep 29 2011, 6:33am replied:

What you are describing doesn't quite fit the aim of MAX Blowout mod. However, feel free to do your own mod suiting your taste :-)

+1 vote   mod: MAX Blowout Mod
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