Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

indoor
embed
share
view previous
Share Image
Share on Facebook Tweet Email a friend
Embed Image
Comments
pvcf Author
pvcf

i'm actually comfortable doing such indoor scenes, the trick is always the projected light texture which i have to paint carefully by hand in gimp, so its like looking the sun really shine trough the window and draw the correct shadow.
sorry for low quality, its a shot from editor with lowest texture and light settings (i work with such settings and try to reach a good looking scene). its all "low" in grafic advanced options.

this room have 11 active dynamic lights and have still nice FPS in the full loaded map, even with half down clocked GPU :) (77), in "ultra high" quality in game mode (not editor) i still have here ~60 FPS (full clocked GPU ).

but this will change, have to add some interieur and some enemies, i add usually stuff until i reach ~35 FPS on my ancient machine.

Reply Good karma+4 votes
Bomtvare
Bomtvare

Wow, you have a really interesting way of working, amazing

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf

i needed many time and ideas to develope this idea and tools and models for sich indoor windows scenes, but finally i'm satisfied with :)
it brings a room to "live".

Reply Good karma+3 votes
Bomtvare
Bomtvare

It does indeed. Btw, is this area a chinese restaurant or something?

Reply Good karma Bad karma+1 vote
pvcf Author
pvcf

this is a tibetan temple house in the mountains, not part of the mainstory, its in a secret area which is in a secret area which can only be arrived by finding another secret area, very nice and tricky and gives some hours additioally gameplay in the map within the new submissions and achievements you get by finding such things:D
gameplay is exploring :)
the idea behind is, that not everybody find all things byself but see screenshots from areas in the map which he doesnt found and spent additional time in the map, and again and again and again :)
that would be beautifull :)

Reply Good karma+3 votes
Bomtvare
Bomtvare

Hahahah damn, this is gonna be great

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf

to be honestly: i hope it, but as creator of a mod i may have a wrong sight on the project :D
but we will see :D

Reply Good karma+1 vote
Bomtvare
Bomtvare

I really like what you did so far and I'm pretty sure people here do too

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf

thank you bro :)

Reply Good karma+1 vote
F4Qs
F4Qs

This is amazing (like most of your work) i think the glare of the windows is very brigth. it seems to me if you add "animated slow" material to the sun effects(sunrays or glare windows), looks even more realistic.

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf

thank you for your comment!
they are actually animated (texture sinus shifting shader to be precise) :)
the very bright glare is only on sun site of the house, the other windows are way less bright and boring in comparison.

Reply Good karma+1 vote
Marek33
Marek33

Great sunrays! They are a little bright, but I don't mind it at all since I'm using a sun rays mod for S.T.A.L.K.E.R. Clear Sky and Call of Pripyat, which have brighter sunrise and I also have gamma at night and also brightens. Here are some screenshots, but it's much more different in the game since I have more gamma and brightness than in the pictures ( Gamewatcher.com ) and here is the Call of Pripyat version which has Shoc image, but its for the Cop ( Lonebullet.com ).

Unfortunately there is not a version for Shadow of Chernobyl.

Reply Good karma Bad karma+1 vote
pvcf Author
pvcf

wow this looks very good, and its not to bright for my taste.
for S.o.C i use lost aplha, which have all the nice fancy things :D
the sunray brightness in my mod is not like it look on screenshots, because they "move", sometimes you see them like on screenshot and some seconds later they are mostly complete invisibility.

Reply Good karma+1 vote
Marek33
Marek33

Lost Alpha is great, but I mean for the Vanilla game. The only option is to use Dynamic Shaders (perfect mod), but that has a massive performance impact and also things like sun rays, Depth of Field, Visor Reflection Shader ( Moddb.com ), Wet surfaces (which would be a great addition to your mod, but it definitely wouldn't be easy to add) and more.

That's good to hear! When you release it, then I will know exactly how it looks.

Reply Good karma Bad karma+1 vote
pvcf Author
pvcf

theoretically dynamic wet surfaces are possible, practicably not, maybe later, not in first release.
the mod you posted looks very nice, and after lost aplha and his performance nothing can shock me anymore :D

Reply Good karma+2 votes
Marek33
Marek33

Definitely not in the first release. It would definitely take a lot of time and its better to have it later.

Well, on my r9 280x (which was not a cheap GPU, but I was very lucky to buy it for an amazing price) I still only get a 30fps when its heavy raining and the wet surfaces are a real GPU killer. It's not Crysis, but it's very close (really close), but that's not a problem since we need a game which have mods like this so we can see how graphic can be pushed in games. Most of the new games are also for consoles and they to be optimized for them mostly so they can't have a perfect graphic.

Reply Good karma Bad karma+1 vote
pvcf Author
pvcf

the dynamic wet surfaces is not so hard to do like it sound in cryengine, to be honestly, it was planned and a friend already have coded a c++ routine for getting "unanounced" materialslots for materials.
usually every (!) thing have a materialtable, which have houndreds of parameters, like shadername, and diffuse texture name.
if the materialtable was already set and given in editor for a object, you can simply get the table by get:material command. than, you would have to store it for the object, change the shader to a reflective one and baaam, dynamic wet surface.
unfortunately if you did not have given a material in editor to an object, and you use the predefined one which is used by modeller in 3dsmax for export, you can't grab the material. this is where my friend have coded someting for me, but unfortunately this was not working out of the box and he quickly dissapeared as usual :D
atleast it would also cost a lot of memory to cange all materials.
it would be easier to recode simply the most used shader and insert there a subroutine which simply switch to reflective processing if its raining, but shader programming language in cryengine is a complete new coding language which is very complex and not documented, i would need YEARS to break in, no chance!

Reply Good karma+2 votes
Marek33
Marek33

I see, at the start it looks much easier than I though, but since there are no documents then it's really bad. Well, we can only hope that some time in the future Reshade or Mastereffect will have that feature(if they can have an AO which affect even bullets then maybe even this).

Reply Good karma Bad karma+2 votes
PetrenkaPie
PetrenkaPie

most sexyful lighting.

Reply Good karma Bad karma+1 vote
pvcf Author
pvcf

thank you PetrankaPie :D

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Details
Date
By
pvcf
Size
1278×826
Options
URL
Embed
Embed Thumb
Share
Explore
Browse archive
New
Add media
Feed
RSS