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Klems

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Klems last won the day on March 13

Klems had the most liked content!

About Klems

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    Regular
  • Birthday 01/13/1992

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  • Steam
    https://steamcommunity.com/profiles/76561197971139327/
  • Twitter URL
    https://twitter.com/klems06

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  • Real Name
    Clément Baticle

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  • Website
    http://klemss.baticle.com/

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  1. Pretty sure this is intended by Valve. HL2 (even HL1 iirc) had camera height interpolation in stairs back in 2004. Even CS:S might have it. All of these "stiff movements" you talk about are the reason I stick to source games after all these years. Which I guess was your point... extremely hard for Valve to change anything. But I wouldn't want it any other way.
  2. Klems

    [UE4] Western Recall

    That looks cool, but also REALLY dark. The contrast is completely fucked here https://lh6.googleusercontent.com/MAUY0XFtFb8re6df2lJuBw1WBcMW91j_FhBYjAHKakb96mkOtMC87TrB3gv4sUKsAGeYhQXwnxVOs6USNXIXNifdwev2s4d7E2eqerxrM_Sn8tl2Ykf0UJkNrcTACygSSACcu2mu This is a desert with no clouds, it's supposed to be super bright, yet the blacks are clipping like crazy. This kill most of your detailling.
  3. LOL who cares.
  4. Today I started my dream job as a graphics programmer for Arkane Studios \o/
  5. Just finished this the other day, got the true ending. 16 hours for both campaigns according to steam. It was pretty cool! Loved it. Would recommend. It was my first Resident Evil game as well. Nothing too severe though, these are small nitpicks and mostly come to preference. Really loved the survival horror gameplay and how the zombies react to bullets and such. It was really well thought out and balanced. Good balance between "I'm fucked pls help me" and "alright, I'm gonna use this item here and free up a slot, then move unto here and do this, then backtrack and pick up this, and...".
  6. Klems

    awp_natural [CS:GO]

    Tried picking both water brush to the same cubemap?
  7. Klems

    awp_natural [CS:GO]

    Very relaxing! Lovely skybox. Have some feedback: - The skybox transition can be seen very clearly because of the texture mis-alignement. To fix that, add a sky_camera on the origin, then select it and your water brush, enable texture scale lock and texture lock, copy it and scale by 1/16. Then disable texture scale lock and re-scale your water brush as needed. This should fix any seams. - I think the danger zone update added functionality to reflect stuff on skybox water right? That would be cool. - The grass is super aliased, not sure why. I can definitely see this being a big problem in an awp map as it's quite distracting. Make sure mip-maps are built and enable $allowalphatocoverage, if possible. Same thing for trees. Maybe rework your colors/contrast as well. - Some light pink/orange directionnal fog oriented toward the sun might look cool, not sure if that's already the case. - Soundscapes could use more work. - Some shells on the beach and a yacht in the skybox would be tight af.
  8. Just played through this, and the overall quality was very good! Loved the combats. There's a few issues here and here but nothing too severe. Good job!
  9. Been following this for a while. Looks awesome so far! Although I really hope the FOV can be increased and the HUD simplified.
  10. That bit from HL2. I don't think I've felt legitimate vertigo since that one.
  11. The red building is a symptom of another problem imho. The entire map lacks color, so when flashy colors are used it looks jarring. Same way the balloons looks out of place 1 screen above. I don't think the lack of color is a problem since it fits the theme somewhat, but if more saturated colors were used it would look more coherent imho. Just a thought. I like that bloody building either way.
  12. https://store.steampowered.com/app/747250/HalfLife_2_Year_Long_Alarm/ An old HL2 mod that was just re-released on Steam, highly recommended!
  13. You can make your own surfaceprop (in a mod at least, it doesn't work when packed in a map). Not only it varies between different branches, but also between different games and mods. It tells which sound to make when shot and stepped on, and also control the penetration value of surfaces in CS:GO. Also some other cool stuff like friction and jump height. At any rate you shouldn't need to use something other than the usual wood/concrete/metal/dirt/plastic etc, which can be found everywhere.
  14. Prodigy? Looks great BTW, I think the skybox could use a bit more love. Although, scottish weather isn't exactly lovely so that could count as a plus.
  15. Man what a cool movie that was. If the prospect of Nicolas Cage forging an axe doesn't excite you then I don't know what will.
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