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Yes it is, although progress takes longer these days.
if you disable the black it will look more glass like.
That's what I've always missed in SoC - this sort of tension keeps the blood warm :P
I'm sorry to hear this bad news. I hate such people, really.
oh, *bones*, well ok then. True, I would never have expected such a factoid ;)
yeah, its sight seems to be piercing right through you... scary!
Looks fine, however those whitish areas in those zombies' face skin look a little too bright for my taste, somewhat... unnatural. Rest of the shot is very nice, especially with that foggy background scenery.
Looks good. However the video quality could be better.
These are the moments where you instantly grab your FN2000 or whatever big thing you have in your inventory :P
Thanks, I'll do my best. However the next release will be tagged as "Alpha" so people should expect one or the other issue. The final version, when ready, should be as stable as possible of course.
Thank you. I hope to be able to prepare a DS 1.2 Alpha release soonish. The DS 2.0 release will definitely take longer. I'm working nearly alone and my spare time is very limited, so progress is going way slower than in some of the bigger mods.
SoC finally becomes "skinny" :P Looks good, really good.
1.2 alpha is planned as a release version. What it contains exactly is not yet entirely clear, but mainly there will be a few new features that are released as a preview for DS 2.0.
no I didn't. I've seen that library a while ago but didn't feel that it contains anything I should integrate immediately. It's on my "watchlist", though, so there might be a point in future where I'd decide to use one or the other feature ;)
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.
Getting hungry... :)
Definitively better than before.
OMG! I definitively was wrong assuming that clothing cannot look good in X-Ray. The last shot looks already very, very good. Might need some minor balancing out, but generally spoken your approach really pays off [thumbs up] !
Looks very authentic, definitively wood-like. Good work, Ket!
Thanks, guys. I'm glad you like it.
Thanks, I'm glad there is somebody who likes it :)
The shape is at about 80% procedural, meaning there is a (rather simple) algorithm creating it. That's why you couldn't just exchange it as you can do with texture files. However there will be a couple of parameters allowing you to adjust the outline to a certain extend.
This means, yes the shape can be edited in a config file, but it requires some trial-and-error progress to get a satisfying result and you won't be able to completely redefine it.
- Stealth elements: See how you wipe out an enemy base without getting detected, e.g. the military at agroprom research facility.
- Graphical enhancements: Always welcome since it's one of the USPs of TK
- Chopper fights: I've accidentally witnessed one a while ago, was pretty cool, so I'd like to see more of them (in videos and in the game).
- New Levels: To see how they look in TK on a decent rig would be nice.
See my reply on the summary page's comment section.