[WIP] Some allies weapons......


PR0PEN
01-30-2006, 09:55 AM
Iīm making Hi-RES weapons with "reflection" maps (normal maps)

Opinions please






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I will be updating little by little xD

pedroleum
01-30-2006, 10:06 AM
hmmm.. did you crawl into the shadows on purpose?

could you take screenshots on a brighter part of the map?

PR0PEN
01-30-2006, 10:46 AM
look up ----^

pedroleum
01-30-2006, 11:27 AM
garand looks to dark (metal part)
i like the color of the wood.

thompson looks good to me! except for the fire+save text. that seems to modern (maybe because you only used textcharacters like - - > for the arrows.
also i don't think they used a typewriter font on a thompson.

keep going on ;)

PR0PEN
01-30-2006, 12:22 PM









Multiple Wounds
01-30-2006, 01:41 PM
Man they look beautiful!!! Best I've seen by a long way. Actually makes me wanna play some source again!! Awsome!!

|ESF| 82ndfrag
01-30-2006, 01:44 PM
Lookin good man ;)

Thompson looks ace :D

[eF]Rommel
01-30-2006, 02:51 PM
Nice... would be great to see the .45 in more light though. I particularly like the thompson skin.

Tonedef
01-30-2006, 04:33 PM
I have been messing around with the ref maps for some time now, and they are not all that easy or great. I don't think that the current state of the source engines specular system allows for any sort of dynamic ref maps. I mean they look ok on stationary textures (floors, walls, water, yadda yadda). Other wise they always come out too...reflective. The only real way to get them to look semi real is to use bumpmaps...but even then it is tricky.

The main reason they look tacky is because cubemaps do not make transitions pretty. Sometimes the cubemap of a light area will overlap into a dark area and then your weapon is glowing. When moving there are sudden switches in the reflection and it is very distracting.

The only weapons I have succesfully applied ref maps too with little or no problems is the smoke nade, thompson, colt, and parts of the springfield. Wood is tricky because of the way it reflects in real life, and by my luck so far it cannot be replicated in Source. Hopefully we will see some advancements in that system soon.

Here is what I did with the colt...If you would like a hand, I am willing to do some help.

PR0PEN
01-31-2006, 07:37 AM
if yo make the normal map to the minimum, will not be pixelated and the reflection wont appear distorted

this is my normal



and the code:

"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_models\colt/v_colt"
"$bumpmap" "models\weapons\v_models\colt\v_colt_normal"
"$normalmapalphaenvmapmask" 1
"$detail" "detail/dt_smooth1"
"$detailscale" .1
"$envmap" "env_cubemap"
"$envmaptint" "[ 0.1 0.1 0.1 ]"
}




But I wont relese the weapons, I donīt like the results.....sorry


I only release the Thompson

Tonedef
01-31-2006, 11:40 AM
Well that is the thing, I was trying to distort the reflections. The ww2 colts were not shinny. I was trying to go for a more...used and flat reflection.

Sorry you are not going to release :(

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