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  1. Today
  2. [HP]

    Rage 2

    Wolf2 was a big disappointment for me, a step back in nearly every department compared to the previous installment, imho. Let us know what you thought of it tho. Rage 1 is great, definitely pick it up. It's the classic flawed "could be" masterpiece, which makes double the frustrating to see all that potential, but it's still a great freaking shooter. Hoping for a Ps4 rerelease.
  3. Squad

    [Wingman] Turnpike

    Thanks! The only accessible outside areas are CT spawn and the platform that is visible in the last screenshot.
  4. RA7

    [Wingman] Turnpike

    Great work, will pimp it asap !
  5. PogoP

    Subnautica

    Yup! If you grab it whilst it's free, it stays free forever.
  6. Vilham

    Subnautica

    Permanently?
  7. dux

    Subnautica

    It's free on Epic Store for the next 2 weeks https://epicgames.com/store/en-US/product/subnautica/home
  8. MikeGon

    [Wingman] Turnpike

    Looking fantastic @Squad! What's the layout like? Are parts of the outside area and road playable too?
  9. Squad

    [Wingman] Turnpike

    My entry for the Wingman contest. Still a bit rough in some places, but it's time to wrap it up for now. Workshop link Credits to @Yanzl for the majority of custom props and materials (and for some last-minute assistance in tweaking vmt's for nighttime setting) and to @Skybex and @Rick_D for a few other props and materials.
  10. blackdog

    [decompiled] dz_blacksite

    Also reminds me of @[HP] Europa game
  11. blackdog

    Rage 2

    Still have to play the original on the shortlist for next SP I’ll play when I finish Just Cause 3/Wolfenstein TNO
  12. Yesterday
  13. I agree, it was nice to go back down the memory lane, but a lot of those guests were kind of out of place.
  14. [HP]

    Rage 2

    In terms of render quality and art direction, i still prefer rage 1 to this. I know we need to take into consideration that Rage 2 is open world, and the scale of the environments is much bigger than the first but yeah, hope the gameplay tips the scale. rage 2:
  15. Must say I was somewhat disappointed by the noclip documentary: there’s a lot of people that really had little to do with the original game(s) or the community projects. I mean Corey from Santa Monica had interesting stories and observations… but wasn’t involved in anything HL! I wonder if this was due to wanting to only interview in person, or if people just turned down the offer, I would have been happy to settle for Skype calls if that was with more involved people. Like, how nobody from Black Mesa was available, other than Yang who actually left a long time ago? Can’t believe that anyone in the Natural Selection or Insurgency teams would have found time to speak for this. I’m wondering all this as well cos they put the word out only like a month ahead of the actual HL birthday… you’d expect something like this to be developed over longer time… ~ Wow how did they add such graphics enhancements to Source? Can’t believe a mod can get such access to rendering.
  16. NikiOo

    The random model thread!

    Started working on a modular tile set. Here's a random piece:
  17. blackdog

    Rage 2

    To me they don’t look that different, if anything the first seems more washed out. I don’t think the first can be prerendered, there are too many environments to rebuild just for the sake of leading people off? It’s not like a well contained trailer like the first Bioshock or Killzone 2 unveil. I guess the first was upsampled and encoded better. ~
  18. blackdog

    Beyond Good and Evil 2

    Ubi released a walk around the universe of the game
  19. ChA1NsAw

    [decompiled] dz_blacksite

    No one yet? Windows XP: https://en.wikipedia.org/wiki/Bliss_(image) Magnificent btw.
  20. Buddy

    Resident Evil 2 Remake

    now a subtitle patch is 78Gb
  21. Mitch Mitchell

    Rage 2

    The first trailer they show'd appeared pre-rendered compared to the latest trailer, which appeared to be in-game. I say this due to the very strong anti-aliasing in the first trailer versus the recent trailer, that had 'jaggies' everywhere. First Trailer: Recent trailer: Big difference...
  22. Roald

    [Wingman] Station

    Got two usefull nades for you guys. Hope they are not to hard to understand since I explained it with just one screenshot https://imgur.com/a/1OQX7AA
  23. ElectroSheep

    [CS:GO] de_highlands (WIP)

    Well I can post this one but it comes with a less good lighting also
  24. untor

    [Wingman] Station

    Аnd again a couple of screenshots from the map. Now, you can play on the map! We understand that the map is not still ready to the visual ideal. We will try to release updates as they become available. In the near future, updates will be almost every day. We would appreciate feedback and search for bugs and glitches. Thank you!
  25. Last week
  26. Dr.ParadoX

    ''Brush anomalies''

    Fixed the problem thanks to Waldo
  27. Yanzl

    [decompiled] dz_blacksite

    Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. Removing $alphatest from the material or adding $translucent First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp. Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too. The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.
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