God rays, volumetric light, visor reflections / water drops, lens flares, depth of field, night & thermal vision scopes, dynamic wet surfaces with reflections, rainbows and many other effects.
This is truly amazing meltac. well done.
Thanks. The implementation of the reflections ist not finished, they might even be improved. However, as they are "fake" reflections it's impossible that they ever will look like the hardware-supported reflections as seen in current game engines. Still, for the fact it's just a fake I'd say it looks pretty well.
IIRC it reflects of the decals as well? or not?
sorry, what decals do you mean?
shubbery on the floor (the papers and dirt etc.)
Ah, well, yes. I have no means to distinguish between different "materials" on the floor as long as X-Ray treats them as the same material (what's the case here). However they should be less reflective because color plays a role as well.
Maybe have a cross between the emulated system seen in LURK utilizing the gloss factor method in coercion with your fakes ones would make the best possible effect.
I'm using the gloss method as well, it's just less obvious here because of the dominant object reflections.
It is unbelivable how much this shaders and this in particular add to the game.
Interesting effect. I'm not sure it looks right in that particular building as the roof is in tact so theres no way rain could blanket the whole floor in that building, but the effect does look pretty good.
Well, the windows of virtually all buildings in SoC are broken - they do not contain any glass anymore. That way it's entirely possible that the floor becomes wet during heavy rain.
Looks great, Meltac.
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Wet or just floor polished and waxed? You decide.