Phong on all view models


Someth|ngW|cked
07-07-2006, 04:15 AM
I just went through and phonged all of the STOCK dod:s view models including the hands, sleeves and TNT

You can download the .rar at the fallowing link and be sure to read the extended description before installing

http://files.filefront.com/wickedphongpackrar/;5226572;;/fileinfo.html

* SCREENS *

NOTE: The hand skins in he screens are NOT the ones included in the pack.

Frag Grenade WITHOUT phong - http://img152.imageshack.us/img152/3705/fragnophong9ww.jpg

Frag Grenade WITH phong - http://img342.imageshack.us/img342/9003/fragphong7ja.jpg

Garand WITHOUT Phong - http://img340.imageshack.us/img340/144/gnophong9um.jpg

Garand WITH Phong - http://img97.imageshack.us/img97/3853/gphong7ah.jpg

Fraginstein
07-07-2006, 04:21 AM
The link doesn't seem to be working.

Someth|ngW|cked
07-07-2006, 04:27 AM
Thanks for telling me, sorry, fixed ;<)

Fraginstein
07-07-2006, 05:07 AM
Doesn't seem to be an extended description in the pack. The effect is fairly subtle, right? Adds a bit more reflection and depth. Interesting.

Edit: Not a bad look for the skins.

Someth|ngW|cked
07-07-2006, 06:03 AM
The extended description is on the page which is linked to in this thread, you have to click "more file details" or somehting like that toward the bottom of the page by filename

Vash
07-07-2006, 06:26 AM
In a word, simply smexular in nature. Also, these will work with custom skins, I tried it out and they work a treat. I tested it all out on Donner though which seems to be a bit bright. I dunno if that should be attributed to the sunny overcast or not, but either way I'll probably take my hand at tweaking the settings a bit. Awesome job supplying the foundation though. :)

A quick question regarding though, it "seems" that my scopes on my sniper rifles have lost their reflectiveness, I dunno if the glare is just so bright now i can't see, or what not, just making sure nothing got changed by accident. :D

**Edit**

I just tried them out on Argentan, and it looks wonderful. Great job!

Sabre
07-07-2006, 06:42 AM
A pic/pics for this thread displaying all/a majority of the weapons would be nice.

Deceiver
07-07-2006, 07:30 AM
Originally posted by S@bre
A pic/pics for this thread displaying all/a majority of the weapons would be nice.

Yes please.

FireShorts
07-07-2006, 07:40 AM
I really need a DirectX 9 capable video card :(

Someth|ngW|cked
07-07-2006, 08:20 AM
The phong shader pics up the attributes of what ever the lightsources within range give off sp the brightness of the highlights will be different on each map depending on it's light_environment and other light entities

And i will post some pics of the models with phong soon, you can just install them and if you dont like them just delete the folder . . .

Someth|ngW|cked
07-07-2006, 03:32 PM
Added screens to first post

Moe
07-07-2006, 04:46 PM
Originally posted by Someth|ngW|cked
Added screens to first post Thanks, looks great. Installing.

/edit it occurs to me, though, to say this - if for some reason anyone needs to uninstall, just delete your .../day of defeat source/dod/materials/models/weapons/ folder. Don't worry, steam will make another. And hopefully you won't have to , as it looks really cool.

bazooka
07-07-2006, 04:59 PM
Some look good, some look like they're covered in Saran Wrap, and the hands are definitely plastic-y. Dunno how that can be remedied, just saying what I noticed. The lighting makes me realize how undetailed the skins are for some of the weapons. They just look really low-res to me. Not a fault of the mod, but the more realistic lighting makes a more noticable contrast with the not-as-realistic textures. Or something.

Moe
07-07-2006, 05:26 PM
I noticed the tommy looks odd. Grenades look sweet, though. STG44 I see no change.

Kieffer
07-07-2006, 06:05 PM
Can't wait to try this out.

Someth|ngW|cked
07-07-2006, 06:06 PM
I just ran the mod on a CRT monitor and it looks alot different, i run on an LCD on which they look perfect . . .

If you know what your doing you can just edit the VMTs for the ones that don't look good on your screen, i poisted a tutorial on this in these boards

Also feel free to post your own .VMTs, the main part of the work i did was creating the normal maps with the alpha channel and the exponent texture for each weapon

And to uninstall just delete the materials/models/weaponsv_models folder and steam will default back to the stock skins which are inside the GCF or GFC what ever its called

Kieffer
07-07-2006, 10:53 PM
Wow, this is really good! The only critisiscm I have is that the hands and sleeves are a bit too shiny, but thats it. All of the guns look amazing! Very good job on this pack.

Someth|ngW|cked
07-08-2006, 11:10 AM
Thanks, i will be doing the world models for all of the weapons as well , they sort stando ut too much being unphonged with the new phonged player models

I already have some other models phonged and they look sick

The halftrack, sherman, tiger, streetlights, hedgehog, oildrum, lpv, flags and sandbags are all phonged

Dr. Crawford
07-08-2006, 06:00 PM
Originally posted by Someth|ngW|cked
I already have some other models phonged and they look sick

The halftrack, sherman, tiger, streetlights, hedgehog, oildrum, lpv, flags and sandbags are all phonged

Please release!

Sabre
07-09-2006, 09:04 AM
This is perfect. Well done.

NotAgOat
07-12-2006, 12:33 AM
I like the idea but often the models just turn pure white. When it does this it dosent seem realistic and its a little distracting. As nice as the effect is its just to much. If you could cut the shiny effect in half it would be perfect. Anyways enough crit, gj and keep up the good work.

ultranew_b
07-13-2006, 05:32 PM
Good Idea !

I appreciate the effort Valve made in implementing this cool effect, but I find, personally, it makes things look too shiny and plasticy. Helmets especially are not that shiny and plasticy in the real world.

Someth|ngW|cked
07-19-2006, 01:17 PM
I will be releasing a V2 of this pack with a much more realistic look now that i know exactly how it all works, this pack was just atest that i thought the comunity might like

V2 should have many map props with phong as well and maybe W_ models also

BERSERK3R
07-19-2006, 03:41 PM
I'm not so sure about the sandbags.
Although it can shine a bit, but in general I think it doesn't shine that you will notice it much.
I think you'd better stick with a high res texture, like the one I made for example.
It's a fabric and it's not "new" so I don't think it's a good idea to phong sandbags and other similar objects.

Someth|ngW|cked
07-22-2006, 05:35 AM
The way i did the sandbags and flags does not look like shine but rather reflection of light, even on cloth when viewed at an angle oposite the light source you will see the light's color on the cloth

Sabre
07-22-2006, 08:41 AM
Originally posted by Someth|ngW|cked
I will be releasing a V2 of this pack with a much more realistic look now that i know exactly how it all works, this pack was just atest that i thought the comunity might like

V2 should have many map props with phong as well and maybe W_ models also

Will it bare a similarity to FBO's rim-lighted Garand in that the wood is done as well?

Someth|ngW|cked
07-31-2006, 04:03 PM
No, i personally think the wood looks lame even with the smallest bit of highlighting

SilentSteps
07-31-2006, 05:57 PM
I concur, particularly on the Garand. Even the slightest shade will make the wood seem too bright.

Sabre
07-31-2006, 06:18 PM
But then you go into the shiney area and (particularly on your BAR) the wood looks seriously out of place - neon light metal but a painfully dark grip. Its going to look over-shiney anyway if you look at a light source, so please, at least consider doing an alternate. I don't think FBO is going to do anymore since you are. FBO's rim-lit Garand looks awesome in most light situations except bright light.

Besides, wood shines anyway, unless its coated with dust. Hell, most things shine. The plastic on your mouse will create a similar effect if held up to the light, and no doubt you can see the light reflecting off the wood on your desk. Its natural to have a shine, and so it looks out of place if one bit reflects light while another doesn't.

I assume to create the map you have to rim light the whole thing and then delete the bits you don't want to shine. Please, just save the file before you delete the wood from the rim lighting image and then pack it in with the "no wood/bakelite" ones.

LJFSP
08-06-2006, 04:31 PM
When are you thinking of releaseing v2. Like to see the improvements.

SilentSteps
08-06-2006, 05:09 PM
Oh, and about my post, I meant to say when I tried "phongifying" the Garand. It sounded too rude when I posted it, in my opinion. :p

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