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Klems

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Klems last won the day on October 29

Klems had the most liked content!

About Klems

  • Rank
    Regular
  • Birthday 01/13/1992

Contact Methods

  • Steam
    http://steamcommunity.com/profiles/76561197971139327/
  • Website
    http://klemss.baticle.com/book/

Profile Information

  • Real Name
    Clément Baticle
  • Job
    Graphics Programmer
  • Location
    France

Recent Profile Visitors

3,618 profile views
  1. [PVKII] Bt_Glacier

    Some quick remarks after looking at the screens: That rock texture is very noisy and dark. Visuals would improve a lot if you changed it to something smoother and tinted more like grey/blue. The pirate base would look gorgeous with the ice texture instead of the rock, right now it's way too dark for my taste. I would simply remove the rock altogether, replace it with blue ice everywhere and play with blue lights. The water seems too dark as well. Ice and snow works best with a blue lightwarp https://developer.valvesoftware.com/wiki/$lightwarptexture You might want to use $seamless_scale to avoid warping on displacements https://developer.valvesoftware.com/wiki/$seamless_scale Displacements should be done in a very specific way, see http://www.littlelostpoly.com/terrain-vs-source/ Otherwise the lighting looks weird and the seams are very apparent, like on the 2nd screen. Use displacement blends everywhere.
  2. WIP in WIP, post your level screenshots!

    I might make my own thread with all my maps once I finish the contest. Thanks. So far I've participated in only 3 villes, counting this one. There's another contest coming up, which will last 1 week longer.
  3. WIP in WIP, post your level screenshots!

    I made a third map for an HL2:EP2 contest, go download the mod TeleportVille here! http://www.runthinkshootlive.com/posts/teleportville/ The theme of the contest was teleportation. My map is called The Crab.
  4. Counter-Strike: Global Offensive

    Looks gritty as hell.
  5. Stephen King's The Mist

    Worst TV show I have ever watched. It's called "The Mist" but there are no monsters. Nuff said.
  6. Computer graphics, my journey to understanding

    Do you have any GPU programming classes? In any case you should definitely learn some GLSL/HLSL, shader programming is by far the most useful skill you can learn as a graphics programmer. Where are you located, which university? I'm curious. Best of luck with your classes, just let me know if you need some help!
  7. WIP in WIP, post your level screenshots!

    I made things Here is a recreation of the introduction of Star Trek: The Next Generation in a pixel shader. Probably the nerdiest thing I've made in a while. This was for a Shadertoy "shader adventure" contest. I got 8th place. Here is another shader https://www.shadertoy.com/view/Xd2Bzw Swirly psychedelic fractal stuff. Nothing too fancy. The code fit in less than 280 chars, which was the theme of the contest. The things people can do with 280 char is surprising, you should take a look here https://www.shadertoy.com/events/competition2017 I also made a EP2 map a while ago for a RTSL contest and got second place, the theme of the contest was to incorporate the toxic green goo from HL2 in a map. The gameplay can be a bit frustrating but I had a good theme going on. It has emotions and explosive antlion poop. The mod has many great maps, you should try it. Download here http://www.runthinkshootlive.com/posts/toxicville/ Here is the full walkthrough (on an older version of the map), you can take a look but don't spoil yourself if you intend to play it. I'm gonna make two more EP2 maps in a month or so, stay tuned.
  8. The Secret Ingredient to Photorealism

    Super cool video. I think CS:GO does something similar, compared to EP2/Lost Coast. That would explain why there is no auto-exposition. https://knarkowicz.wordpress.com/2016/08/31/hdr-display-first-steps/ Good link, has more links in the bottom.
  9. Doom (4)

    @FMPONE If the only thing keeping you engaged in a doom game is the story then you're most definitely doing something wrong. IMHO the game really shine when played on a high difficulty level, otherwise there is no incentive to run around dodging projectiles. There's a HUGE difference between Ultra Violence and Nightmare, I can't even imagine how boring it must be on I'm Too Young To Die. Not to say that I'm a hard ass doom veteran or whatever, I got my ass handed to me. But dying is fun because you get to play glorious gunfights once more. I was more bothered by having to finish the game than by repeatedly dying to some random imp.
  10. A Game of Thrones

    Not enough meme in this thread
  11. Map Jam 9 for Quake

    I missed this and I was looking for new Quake maps just yesterday... Downloading right now.
  12. Heart of the Oak (TF2)

    Agreed. It would also help if the sky weren't that grey and boring. What's the point of having cool skylights if you're going to set the map during the night?
  13. The Last Night

    Hey guyz, I found the perfect picture to sum up how I feel about this whole controversy ordeal. Devs said it was post-cyberpunk rather than cyberpunk. I'm not too big on categorizing stuff but it makes sense.
  14. Did you built the mip-map in the VTF? Have you built the cubemap? In any case this is to be expected from a texture with a 0.04 alpha value, 0.04 is legit super translucent. Showing screens and telling us exactly what you want might help us resolve your issue. We still don't know if you want refraction or not? The thing you see might simply be the reflection, not the texture. Reflections tends to disappear at an oblique angle. Also I would avoid using the $alpha parameter altogether, unless there are several versions of this texture. You can tweak the alpha channel of your VTF to match the translucency.
  15. Remove the refractamount line. My guess is that refract is an expensive shader, thus is only available in high video settings. If you really want your glass to be refractive (I don't think that's the case since there is no normalmap) you can put it in a LightmappedGeneric_DX9 clause or something. I'm not sure how that's actually done in CS:GO. Something like "LightmappedGeneric_DX9" { "$refractamount" ".5" } Should work. If it doesn't, try to find an expensive material that has a similar looking clause.
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