God rays, visor reflections / water drops, lens flares, depth of field, night & thermal vision scopes, rainbows, dynamic wet surfaces with reflections, and many other effects. BETA UPCOMING!
Wow. Simply amazing. That ground...
And the sun, too.
thanks. the ground is a sample of the dynamic wet surfaces. the sun combines god rays and radial light beams.
HOLY F#CKING ****! Meltac this is incredible! Beyond incredible. Keep up the stunning work!
I am amazed at the wet ground.
Wow just wow
Thank you guys, glad you like it. Was some really tough work you know!
I will pay you 100 million dollars to port these to Clear Sky/CoP!!!! Stallioncornell.com
Save yourself some $: For DX9 in CoP you can already port his shaders quite easily (I've ported various SoC shaders without issue). In Clear Sky you could probably port them to DX10 too since I don't think CS uses pre-compiled binaries (you just need to change around the syntax a little).
You should give him $100 Million anyways just for being cool as hell though :)
jketiynu is right. For DX9, most of my shaders could be ported pretty straight-forward, for DX10 and DX11 with some changes of the syntax and the hardware calls. Even better, DS 2.0 probably will already come in DX11 syntax, so you just gotta change the hardware calls :-)
I won't do the porting myself due to lack of time, but everybody's free to port whatever he likes as long as credits are maintained.
However, for $100 Million in cash I might change my mind ;-)
Just curious, why will DS2.0 be coming with some DX11 syntax when SoC doesn't support DX11? Is there something you're not telling us....? ;)
Also, even though CoP uses precompiled shaders for DX10&11, some of them are easy to edit (and others are impossible). Their wet-surfaces shader for 10&11 is one I think I'd like to port when you release this: I think I'd like to add your reflection/refraction of the wet surface to that shader to make it look so much better :)
Not entirely sure yet, but it might happen that DS 2.0 will require some modded binaries that make use of DX11 instead of DX9. All shader files themselves already compile against DX11 (as I have altered their syntax respectively), so porting to CoP should be just a matter of changing the hardware calls to DX11.
So feel free to port whatever comes to your mind :-)
Oh god this looks like Stalker heaven - words aren't enough. So instead a maths equation 'Well done to the power of infinity'
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