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Klems

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Posts posted by Klems

  1. 1 hour ago, That50'sGuy said:

    You're a lifesaver! Thank you so much! I actually do have it set to alphatested, but transparency is also set because that somehow stopped the issue of the chain-link texture disappearing when the player get's too far, but I think I can do without it.

    EDIT: I got it to work now! Thanks again pal!

    In general alphatested materials should have AllowAlphaToCoverage to 1 as well, this might fix your disappearing textures issues. Keep in mind it's either translucent or alphatest, not both. Don't be like valve, keep them separate. Otherwise you'll get the worst of both worlds and your alphatested foliage/chainlinks will show through smokes.

  2. 8 hours ago, That50'sGuy said:

    Does anyone else love to play around with projected textures? I used to have hours of fun just playing with them back when I used to make P2 maps. So I decided to have some fun with them.

    Only thing is, I have no clue why this one isn't casting a shadow of the chain-link decoration when the wallpaper box has one... The world may never know.

    That texture probably isn't alphatested so it's not going to cast shadows. Copy the VMT and change "translucent" to "alphatest".

  3. 12 minutes ago, MikeGon said:

    Sorry that metaphor didn't quite land, this is what moving up/down stairs in this game feels like by default

    What I'm saying is it shouldn't be as shaky as it is, even without clip brushes. When you step on anything there's zero transition between the 2 heights, it's like a binary 1-frame thing. Sorry but as of 2019 that's just really outdated... That's why it feels terrible, and that's why instead of being a subtle polish thing, clip brush slopes are pretty much mandatory in this game.

    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.

  4. 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.

    Spoiler

    Not a fan of Mr X, I want to explore that huge mansion, not run around aimlessly looking for that small little thing I missed. Kind wish he would appear on scenario B only. Not gonna lie, some of the item hunt was a bit obnoxious, had to look up a walkthrough in a couple places. No way I would've figured out how to proceed otherwise, but maybe I'm just getting old :(. Mostly I needed to examine items more. My second playthrough with claire was much easier as well, I almost never used the uzi and finished the game with ample herbs and gunpowder.

    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...".

  5. 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.

  6. 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.

  7. 26 minutes ago, Squad said:

    That's not right. $surfaceprop should be one of the properties in this list (not sure if this list can vary between different branches of Source).

    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.

  8. On 9/22/2018 at 6:06 AM, Minos said:

    Mandy, if you like trippy movies with great soundtrack, interesting aesthetics, bold ideas, badass shit and Nick Cage go watch it! Instant classic for me :) 

    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.

    vlcsnap-2018-10-08-08h16m43s874.png.bdb552cb2cf2c2bc3c0f21d812f17add.png

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