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look at the upload date
@Stealthgato: lol, yeah, they started this mod 2 years before HL2/Source Engine was released.
as an MC server administrator I must say, this game has the worst community I experienced so far.
Most people who join a game either destroy stuff built by other players or steal some stuff.
It's like real life: there are also some stupid idiots who think that their life goal is to destroy anything.
looks good, except the edges are too hard and its overall look is too rough
looks so much too old, he looks like 40/50 or something, imo John Doe should be younger(around 30) and more like the old 2D concept art.
oh, sorry, didn't read the authors correctly, I thought you alone buy one modelling package after another.
happens sometimes when it's late and I'm tired.
so, what next?
If you can't model then learn it and don't buy one modelling package after another, that won't help you to get skilled.
real life is a waste of time :P
untextured but with normalmapping, right?
otherwise it would be a total waste of memory/performance.
but the most common universal language is still english
how to understand "medic gun"?
Is it a gun for medics or a "gun" which heals other players?
If the last one is the case then it looks too aggressive
the character texture could use some more pixels, looks a bit low res
hm, somehow doesn't fit to the rest of the mod/game.
huh? what features did you miss?
you code your own engine?
I thought you were using Ogre
and also absorbs some light, due to dirt and that stuff.
Did you know that water is also transparent and not only reflective like mercury?
did you ever try to see the bottom of a lake?
most probably you won't be able to see the bottom of the lake, because the light got absorbed.
and in this image the refraction is brighter than the original object.
too much phong
looks pretty good, but the brick wall looks a bit flat and the edges of the dirt on the sidewalk are too hard, maybe adding an overlay helps.
just one thing about Chromatic Aberration.
the implementation looks is a bit wrong , because usually the image should be split in the two end colors of the light spectrum, and that colors are red and blue, but yours seems to split the image into red and a greenish color.
oh and the single color layers should be blurred a bit, the edges are to hard for Chromatic Aberration
but why is it so overbright?
doesn't make much sense considering water absorbs light
I thought this is some enemy like these amoebas from Metro 2033
yeah, that glowing ball above the debris, near the camera
anything you need for shader authoring is available in the source SDK
if you would get cascaded shadowmapping to work in source then you wouldn't have the performance problem.
I know someone who modified the shadow shader and made the shadows fully dynamic and receivable by anything.
here's a vid: Youtube.com
still no cascaded shadow mapping, but a good start
1. the texture mapping of the round building on the right side looks wrong somehow, maybe not well aligned
2. why has every refraction RGB splitting now?
it's rather annoying, better use it only for water surfaces.
3. what is that red glowing ball?
otherwise good work!
hm... I don't get it... what is this supposed to be?
looks like some magic spell effect :-/
looks pretty good, but what is this red ball in the right cornor?
somehow reminds me of those jelly balls in Metro 2033
and where exactly did you see this render already?
new media: a new MP5 render: Wiki.blackmesasource.com
it's a common problem when polishing games to the best that you can't say exactly when you're done, because there is always something you can make better.
They already told us that they have redone a whole bunch of stuff of the mod since end of 2009, e.g. facial animations had been improved since then