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Vomika7

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polycount is clocking in at around 5k
 

Thothie

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Now the critical part: rig and animate.

I'd beg for one, but, in addition to the fact that you'd probably have to knock that poly count to about half, we don't have bump maps, so it'd suffer a lot. Also not sure how we'd deal with an eye system - though not impossible.
 

Vomika7

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the eyes can be stationary, the poly count is so high because this will be an LOD model and you will have to be right in its face for it to render this particular model.
 

Thothie

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Vomika7 said:
who is manning the mss moddb page?
Red Cell, and maybe BoX and Orochi, me thinks. I've access though, and I'll upload a few of your vids.
 

Vomika7

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I'd like to make a big presentation video for an update if you dont mind.
 

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Sounds good, might be better to replace the ones I just put up with it.
 

Vomika7

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oh and im not part of the moddb group kind of weird because i was at some point.
 

Thothie

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What's your ModDb ID?
 

Vomika7

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Dillonbarba
 

Thothie

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Don't see you in the history, maybe you were part of the Brian4 team, or something. Sent invite.

Overstepping my bounds again, but no one said a peep when I added you to the team here, so... It's, again, something they can undo, if they want, for some reason.
 

Kermit

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Thothie said:
Don't see you in the history, maybe you were part of the Brian4 team, or something. Sent invite.

Overstepping my bounds again, but no one said a peep when I added you to the team here, so... It's, again, something they can undo, if they want, for some reason.
speaking of team, where are they?
 

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Well, BoX did finally pick up the PM I sent him on October 25th about a week ago... Granted, MiB still hasn't picked up the PM I sent him on November 26th, so we've no right to nag, I suppose...
 

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So, I started making a super detailed minor potion model but then i remembered how frustrating it was to have to put the bottle in your handventory and then click to drink, I figure it would be easier for everyone (dev and player) to assign a hotkey to potions (with a cooldown of course to balance), so i scrapped that viewmodel style potion for a lower detail world model in case someone decides to drop a potion.

yMaf6Hv.png
its like 300 polys with a 512x512 texture.

I experimented with some refraction textures to make a clear bottle look realistic but this engine is not even capable of anything personally acceptable.

and now with that behind me, Kermit and I are going to work on a media release video to draw in a crowd.
 

Kermit

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I 2nd the idea of potion hotkey.
The reflection looks great! As the potion is red, I assume its health potion.. would it be possible to have some sort of liquid inside of it/ not all of the glass bottle being red?
 

ceriux

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Kermit said:
I 2nd the idea of potion hotkey.
The reflection looks great! As the potion is red, I assume its health potion.. would it be possible to have some sort of liquid inside of it/ not all of the glass bottle being red?


there used to be a model replacement like this for the msc potions. i think they were lost =(
 

Thothie

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Ummm...

bottle.png

Should be the viewmodel we're using.

Granted, never replaced the world model to match.
 

ceriux

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Hmm weird I always saw the old models when playing. Then again I haven't played in a long while.
 

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I think the new model for potions was added the most recent patch.
 

Vomika7

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nice looking refraction is totally possible but we would have to implement the source shader editor made by a third party dev, could result in a hit in performance and i don't think its entirely necessary at this time especially if we do decide to streamline the whole hotkey potion idea.

heres a walkthrough on how to install the shader editor:
https://developer.valvesoftware.com/wik ... stallation

and a video of it in action:
https://www.youtube.com/watch?v=82AMwQGjc8Y

very impressive grass made possible by this editor:
https://www.youtube.com/watch?v=vdCD9WwI5Dw

day and night cycle and dynamic weather:
https://www.youtube.com/watch?v=JYiVkHEzThk

some beautiful lighting effects:
https://www.youtube.com/watch?v=bMjXx-KweIo

hqdefault.jpg
chromatic aberration along with some refraction based on vertex instead of a dudv map or normal map.

Its flowgraph style much like UE3 and unity and basically every other shader editor and its based in HLSL (which is what source uses).

My guess is that the release of source2 is imminent and basically might happen before first real release of MS2 anyway and that new engine might open up a bunch of shader possibilities.
 
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