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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.
Works fine by now.
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.
I am well aware that this shape won't fit everybody's taste. Some may like it, though.
The main thing here, however, is that this is created purely by procedural graphics programming, i.e. no texture involved here at all!
Hey, thanks. I will have a look into that. I was under the impression that Kingo's version 1.06 didn't contain any major changes for DX9, as the description talks only about DX8. That's why I didn't check that version in detail yet. Will do now :)
Oh my, well then... thanks :)
OGSE is one of them, but not the only one. There are other (mainly russian) mods working on modified engine files as well. Some of them you are even tracking ;)
I would have prefered not to set DX11 as a requirement for further releases of DS, but the way the devs decided to incorporate DX9 in SoC is simply too limiting to provide GPU-intensive shader additions, such as wet surfaces. So DS 1.2 might be the last version running on DX9, and will not contain the entire feature set.
That's your opinion. Right. Then just disable the effect :)
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.
Sure you can disable them, as you can any other feature in DS :)
However the effect is doing much more than just obscuring the FoV - it casts object reflections and refractions onto the (imaginary) glass of the player's visor. The black overlay is just there to visualize the outline of the helmet visor. Of course you can also just disable the blacking out - if that is what you meant.
Very nice! Is this already using my latest build?
I know precisely what you are talking about, LOL!