Mod cancelled. 1.2 and 1.3 will continue to be available and assets from the new version will be available once cleaned up.

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jketiynu Jul 9 2013, 8:30pm says:

Note: This doesn't apply too much for the indoor screens as the outdoor ones, but just note that I'm not using any form of AO in these screens, so you'd likely be seeing more shadows and crap.

+1 vote     reply to comment
jketiynu Jul 9 2013, 8:46pm replied:

Also: These are not user.ltx tweaks, it's a modified shader.

+1 vote     reply to comment
andrewmaster0 Jul 9 2013, 10:12pm says:

I feel like the modified ones make it a tinnyyy bit brighter in a not-so-great way. It's such a small difference, but at the same time the vanilla bloom seems to show slightly more detail in the textures as well.

+5 votes     reply to comment
Mr._S Jul 9 2013, 11:21pm replied:

I agree, the modified shader looks like it reduces the contrast a little bit, which lessens some of the detail. Especially in the plants on the ground. It looks like the light is being diffused, which isn't a bad thing.

+5 votes     reply to comment
Doyle_138 Jul 10 2013, 5:08am says:

IMO Vanilla looks better.

+3 votes     reply to comment
jketiynu Jul 10 2013, 7:36am says:

Thanks guys. Vanilla it is then.

+1 vote     reply to comment
UtterHopelessNoob Jul 10 2013, 1:23pm says:

A bit late, but vanilla-- the modified shader looks like it provides slightly more realistic diffuse lighting, but also obscures details and creates an ugly "corona" around the light in Cardan's room.

If you've already got the shader working, though, maybe include it as an optional file?

+1 vote     reply to comment
jketiynu Jul 10 2013, 3:40pm replied:

Nah, I just won't bother with it. I'm going with vanilla, as I have said above.

People can actually get the same shader if they want, they just need to grab the shaders from pre-SOC build 2218.

+1 vote     reply to comment
UtterHopelessNoob Jul 11 2013, 12:20am replied:

Ah, gotcha!

+1 vote     reply to comment
BobertLee Jul 10 2013, 11:06pm says:

I've seen that scar model before, im curious how did you edit that scar-l model to make it into a scar-h?

+1 vote     reply to comment
jketiynu Jul 11 2013, 9:07am replied:

I changed the curved mag to a 20-round stick mag, changed the skin to read properly that it's a SCAR-H, and a minor edit to the barrel length.

You've likely seen this model before in the SGM addon "Enot". That or you've seen it in CS:S, I'm still trying to figure out the original author though.

+1 vote     reply to comment
BobertLee Jul 11 2013, 9:37am replied:

wow that's pretty cool, yeah i don't remember but i think i saw it in SGM mod but im looking forward to your mod with every update you post. another question did you also keep the original scar-l animation?

+1 vote     reply to comment
jketiynu Jul 11 2013, 10:24am replied:

Yes, I'm keeping the animation used in that mod since it's pretty good, however I sped up the reload animation a little as it was kinda slow.

+1 vote     reply to comment
TheR3MAK3R Aug 4 2013, 4:05am says:

Vanilla It's cool,but a little moding Is not that bad,my opinion :)

+2 votes     reply to comment
DemiangelX Sep 22 2013, 11:51pm says:

Awesome work. The bigger variety of weapons, the better, in my opinion.

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jketiynu Oct 10 2013, 10:17am replied:

The patch works fine, I have no idea why you're having issues.

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Decision made: vanilla it is.
So, any thoughts on the SCAR-H?

So, I've been using some new bloom shader that is apparently from a pre-SoC build of the game which I thought were neat. However, I'm not sure about them. I would like people's opinions as to whether they prefer the vanilla bloom or the modified one.

Also, FN SCAR-H.
I edited a SCAR-L model ported and animated by Shoker (I think), author unknown at the moment but I can find out.

P.S. No bitching about spending time on shaders please. It takes up almost none of my time so don't complain that I ever toy with them.

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Jul 9th, 2013
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