This member has provided no bio about themself...
Wow, looking very good! For me it's definitively NOT too much... almost looking like BF :)
Looking good, guys!
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.
Consider the soft water edges thing done :P
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.
Sort of, but not on each and every light source, and only in a rather subtle way. Be surprised... :P
Sounds solid, thanks for the info. Good job :)
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?
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.
Correctly. Or, go to the main menu (same effect).
That rain indeed looks heavy. Well done :)
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
Does not look much SoC-like. Looks... much better! I'd go for it.
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.
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.
Fairly nice, indeed. Is the sky from a specific weather mod?
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 18.104.22.168, but usually those existing in both mods do.
Looks very nice!
All the best to you guys!
you're right, I've missed that. Nice!
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).
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
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?
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.
IMHO rats are about the best fitting creatures in the stalker world. Especially "real" rats and not those cut vanilla rodents.
That version of the fruit punch looks really cool, man :)
Pure pleasure :P Well done!
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 ;)
What sort of DOF do you have there?
Wow, love it!
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.
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.
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).
The blur looks awful in this video. Shouldn't be that bloomy. What settings have you made?
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?
just kill it outdoors and it will stand still ;)
oh well then better leave it as it is. Looks way more than just ok anyway :)
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.
Looks well detailed even without going to "view original", good job!
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.
Looks a little like my history teacher, LOL!
I really like that new cloth looking. However it's a shame that the mask is rendered with the same "fabric" look.
Looks pretty good. Maybe a touch too wood-like.
Looks very authentic, definitively wood-like. Good work, Ket!
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.
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.
Very nice! Is this already using my latest build?
I know precisely what you are talking about, LOL!
Definitively no. Why do you think I am?
Hey jketiynu, welcome back! I'd thought you'd moved to other games ;)
Looks more like a current game than SoC :)
Thanks, however what you see in that shot is mostly the result of ket's work, not mine.
Your work with tweaking and refining things definitively pays off !
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 ;)
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.
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.
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.
This shot looks very atmospheric. Good stuff!
Yes it is!
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 ;)
Looks good. Where in the game is that?
Yeah, I will tone it down a bit in the final build.
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.
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.
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).
Not bad, at least much better than before.
No, if you're playing stalker for graphics, and you're not happy with it, you aren't playing it with the right mod ;)
Looks good. Did you also retexture that mud road to the right? I really like the look of that, too.
Yes! THIS is how the lighting of a full moon should look like!
So you decided to make those pipes... yellow!??
I really like this one - the colors, lighting, foliage, brick works... Very nice! Only the sky could be a little more HDR-like.
Is this SoC??? LoL
This tree bark now looks the way it should always have looked. Also, the dynamic fog fits well into the scene here. Well done!
PS. check your mail - I've just done "something" ;)
Holy my... this is truly amazing! Just "wow"!
The directionality is all part of the concept ;)
However it's not impossible to use the same concept to create lens flare streaks.
Kiss my Groza! ;)
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.
Still needs some fine tuning, but already looking good!
Looks good, but is a tank armor surface supposed to look that bumpy?
Vehicles, finally! They have deserved a re-design. Good job.
Looks good. I'd like to see that in close-up, though.
THIS is stalker!? Hehe... go(o)d job!
Really, really impressed!
Thanks. The final will mostly be the same, just a little more refined / balanced in terms of the graphical effects.
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.
Looks very well! "Pimp your SoC" :-)
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!
that has been the case already since DS 1.1 - so you could have that partial effect for quite a while now ;-)
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.
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.
Is it just me or have all your screenshots a little yellow-greenish touch, compared to vanilla? Apart from that, very nice work!
Looks very clean! It's a shame the missing anti-aliasing on the object edges makes the entire image look a little bit unpolished.
There's nothing more relaxing than just lying lazily in the grass, scratching your armpits, and dreaming of STALKER 2 :)
Yeah of course, the image was just to demonstrate the effect.
Ah, fruitpunch - I knew it was something to eat :)
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.
check your PM inbox :-)
This one shows the additional flares very well (look at the bright areas in the shadows of the trees underneath the sun).
thanks. the ground is a sample of the dynamic wet surfaces. the sun combines god rays and radial light beams.
My words, LOL!
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.
Really O_o pretty, LOL!
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).
That looks somewhat... special. More of a supernova than a moon, LOL
Only the map, it's been ported to SoC.
Thanks. However I didn't make the sky texture myself, it's from another mod, I think it was StalkerSkies.
yes, it's the ported map run in SoC, not CS.
If you hate it simply don't use it. That's all.
What did you do with the light bulbs? Is it just your user.ltx, or some shader thingy?
Ok, will do - soon.
What do you mean? Wanna see this when actor is walking?
This video shows this effect in-game:
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.
TBH I'm working on that...
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...
Right, nice idea - would require some scripting, though
Most probably, yes!
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.
Yeah, it's also one of my favorites! Unfortunately I've not found so far a "worthy" use for it in-game...
I'm not sure if "realistic" is the right term for this. IMHO it's more of a kind of surrealism...
Hehe, I had that thought as well ;-)
Yeah, maybe. However I think the normal effect the game uses for that is already quite good. Thanks anyway.
Indeed, thanks for the suggestion!
Here the sunshafts' quality looks incredibly good. Very well refined.
Wow, nice dense grass! Btw, could it be made higher so that NPCs or at least mutants would be hardly visible?
Looks very beautiful!
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?
I love that sky!
That water looks really nice!
Wait, are you having indoor fog here???
I don't wanna know what he uses to clean it up, LOL ;)
Nice pic, btw!
And probably your modded light animations as well ;-)
Dense grass, huh?
Nice sky texture!
@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!
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!
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 ;-)
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?
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.
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
Where? What do you mean, can you explain?
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...
See also the test video on this topic:
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...
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.
Probably solved it (y)!
Thanks, luck is something one can always make use of when it comes to modding an xRay-based game ;-)
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.
Ok, will try - thanks.
Yeah, this is one of my favorits :-)
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?)
This one is for the tractor lovers of you (those know what I mean) ;-)
Please check the "view original" option to see the details.
Thanks! But you'll need to be patient because this will still take me a while to get a stable release version.
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 ;-)
hehe, I have a special kinda monitor ;-) No, of course not, it's just an excerpt of a screenshot.
That's one of my favorites :-)
What exactly do you mean by "odd"? That's just widescreen...
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.
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).
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)
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...
I've never seen anything like that, nor do I have any idea how this could happen - sorry.
Reminds me somehow of Terminator ;-)
That's the default marshes map from Kostya's map pack (rip-off from CS).
Looks like you're on the moon ;-)
Wow! That gives the game an entirely new look!
simply because the game itself is crap - if you ask me.
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.
At least you're honest. But I learned a lot about shaders ;-)
I like most of your new textures, however in this case I'd prefer the old vanilla brick
Thanks, I hope I'll manage to get it into the game as I intend to...
Thanks! And it even looks better in-game...
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
Could you please specify your problem so that I may be able to help you?
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 :-)