W|cked Phong Pack V2


Someth|ngW|cked
08-11-2006, 01:39 PM
Here is version 2 of my phong pack for dod:s' stock view models

It is might more subtle this time around and you should not get the overbrightening problem like V1

Please post comments

Download Phong Pack V2 - http://files.filefront.com/Wicked_VModel_Phong_Pack_V2ra/;5387024;;/fileinfo.html

Guyver
08-11-2006, 02:09 PM
Screenshots?

Deceiver
08-11-2006, 02:39 PM
Originally posted by Guyver
Screenshots?

Someth|ngW|cked
08-11-2006, 03:29 PM
Um.... Nah . . .

SilentSteps
08-11-2006, 03:38 PM
Originally posted by Someth|ngW|cked
Um.... Nah . . .

:'( Then I am sad. Time to check this baby out!

Edit: The file you are attempting to download is restricted to the access group ''.

=-o

Someth|ngW|cked
08-11-2006, 03:46 PM
Well, that sucks . . .

Should work now

http://files.filefront.com/Wicked_VModel_Phong_Pack_V2ra/;5387024;;/fileinfo.html

SilentSteps
08-11-2006, 03:48 PM
Alright, it's fixed. :) Downloading now..

Someth|ngW|cked
08-11-2006, 03:50 PM
I lso forgot to mention that if you have any custom view model skins this will overwrite them if you choose to, u can just skip the files that you do not want to install and to uninstall just delete the folder(s) that you don't want

smashingpunk007
08-11-2006, 07:33 PM
sorry no screenshots , no download

SilentSteps
08-11-2006, 07:42 PM
Well, I downloaded the pack, and only tested the MP40 and the Garand in detail so far, but the MP40 looks excellent. Here's a screenshot (not using the default skin, but the phong was left untouched) of the MP40, but not the hands:



The Garand isn't as good, but I think the rifle is a hard weapon to "phong." The metal in the back is pretty good, but in the end, it looks as if it gets a little too bright, while the wood stays same. The C96 and Thompson also look good, from what I've seen.

Someth|ngW|cked
08-11-2006, 08:14 PM
Originally posted by smashingpunk007
sorry no screenshots , no download

Nothing to be sorry about, thats your choice ;)

Wile E Coyote
08-11-2006, 09:33 PM
*sniff*

Oh 7800gt, oh 7800gt, where art thou?

One day I will actually be able to see this in-game *CRY*

Someth|ngW|cked
08-11-2006, 10:18 PM
WHat kind of card you have? phong works on any dx9 card i believe

Deceiver
08-11-2006, 10:30 PM
9700pro I believe he has...if only he had gotten the 9800pro at the time =P

Dead
08-12-2006, 03:00 AM
I have an 9800Pro, and CAN'T see phong :>

Sabre
08-12-2006, 10:23 AM
I don't see any real improvement anywhere, or indeed much in the way of change, albeit the texture is now grey instead of green. They are too smooth and too bright. The lack of any effect on wood makes weapons such as the BAR and Garand look ridiculous when all the metal is light up like a Christmas tree while the wood is still dark and unaltered. The metal itself just reflects the light, in some cases you can clearly see the sun on it, further contributing to a feeling of disbelief. Phong should not be like that. It should reflect the light naturally, showing up discrepancies in metal and giving off a reflection on wood.

This (http://img.photobucket.com/albums/v363/S@bre/dod_anzio0001.jpg) is what a phong-lit skin should give the impression of, not this (http://img.photobucket.com/albums/v363/S@bre/dod_anzio0000.jpg). The only one I like is the US frag grenade, as the model itself prevents it from casting the impression of excessively and unrealistically smooth metal, and there is no wood to remain completely and unnaturally dark.

Someth|ngW|cked
08-12-2006, 01:06 PM
Mine look nothing like the bar in your picture, you have a problem somewhere, looks to me like your running an ATI gpu

Sabre
08-12-2006, 01:15 PM
Mind posting some screenshots of what I'm supposed to be seeing? That MP40 screenshot a few post before also looks quite similar to version 1 as well...

I'm running a GeForce 6600, not an ATi.

Deceiver
08-12-2006, 01:59 PM
Originally posted by Dead
I have an 9800Pro, and CAN'T see phong :>

You should be seeing it...dunno which setting activates it though? Are you running everything on high?

Buzzsaw
08-12-2006, 02:25 PM
I have a 9600 and I can see phong.

bmartinson13
08-12-2006, 05:03 PM
6800OC (OC'd even more than the manufacturers oc'ing) ftw.


I'm already using another phong pack that is a bit more detailed.

Wile E Coyote
08-12-2006, 05:33 PM
Originally posted by Buzzsaw
I have a 9600 and I can see phong. when was it manufactured? If it is a more recent manufacture, the company might have coded in newer instructions for shaders.

For the most part though ATI 9XXX cannot see the new shaders.

Dwin
08-12-2006, 07:03 PM
No pics no clicks.

Honestly, this should be a rule.

Someth|ngW|cked
08-12-2006, 08:52 PM
Honestly dude, honestly, what is this world coming to . . .

LJFSP
08-12-2006, 08:58 PM
Originally posted by Wile E Coyote
when was it manufactured? If it is a more recent manufacture, the company might have coded in newer instructions for shaders.

For the most part though ATI 9XXX cannot see the new shaders.

You may be right, there is a newer 9600 2006 edition. It was made for people who still have agp but want new shaders. Thats what I read from a forum a little bit back.

2ltben
08-12-2006, 09:12 PM
Originally posted by Someth|ngW|cked
Honestly dude, honestly, what is this world coming to . . .
Yeah, some guy posting up some link and saying "It shouldn't look like that" while not even posting a screenshot of what it should look like;)

Buzzsaw
08-12-2006, 10:14 PM
Originally posted by Wile E Coyote
when was it manufactured? If it is a more recent manufacture, the company might have coded in newer instructions for shaders.

For the most part though ATI 9XXX cannot see the new shaders.

Its a 2006 All in Wonder 256mb dx9.

NotAgOat
08-12-2006, 10:38 PM
Originally posted by Dwin
No pics no clicks.

Honestly, this should be a rule.
Nobody is asking you to download anything. Though authors posting pictures is nice, its not mandatory. Saying that stupid statement dosent make anyone want to post pictures (though someone already has, you need to actually read the thread). If you want to ask for pictures, as like a normal person please.

Vash
08-13-2006, 02:33 AM
Very nice, more subtle than your first attempt. I would like to see a little shine on the wood too, but it's fine as it is. I'm waiting for you to finish up those W_models and what not too, keep up the good work!

bmartinson13
08-14-2006, 12:30 AM
Originally posted by NotAgOat
Nobody is asking you to download anything. Though authors posting pictures is nice, its not mandatory. Saying that stupid statement dosent make anyone want to post pictures (though someone already has, you need to actually read the thread). If you want to ask for pictures, as like a normal person please.
Well it is like saying "Oh I've got this great looking *whatever* here, buy it from me right now on the spot."

While I agree with you partially, it would be nice if they posted some screenies, especially since people asked. He doesn't have to be a jerk and say, "Oh your loss."

FBOTheLiuetenant
08-14-2006, 11:14 AM
Im willing to download something if I dont have screenies, but they help, because the only one if seen is the MP40, which looks NICE btw, but how does everything else look, because Im content just using V1 atm

Someth|ngW|cked
08-14-2006, 11:25 AM
Everything else looks prety much the same as the mp40, i used the same density on all of the other model's exponent maps for the metal

And i was not being a jerk by not posting screens, i just dont have the time to go in and take a screesnhot of every weapon with and without phong and i figured that the guy's screen of the mp40 might suffice for some people

I also feel sort of insulted when i post something that i spent my free time on and then someone says somehting like "no pics no clicks" like i am trying to get money from them . . .

Thats like joining a server and saying "this server sucks" instead of just disconnecting

FBOTheLiuetenant
08-14-2006, 11:35 AM
Yeah thats cool I understand, I really liek the way the metal looks on the MP40, mind posting a few pointers in the Phong Tutorial I just started?

Someth|ngW|cked
08-14-2006, 03:37 PM
Well one of the guys in these forums posted it best, i forget which thread but he had some really good examples

Basicly the alpha channel of your normal map will tell the engine where to render phong and the intensity of the while tells it how saturated to make the highlights, the exponent texture tells the engine how spread out the highlight is, lighter white = sharper, more pinpoint highlights and darker white (grey) = more spread out highlights

I usually create the alpha and exponent like this in photoshop

Open the original texture, if there is any wood i usually just use the polygon lasso to select all of it (this does not need to be a perfect outline so i dont use paths, you usually have alot of black space around the wood in the texture) after i select the wood i do a selection inverse then make sure that i do not have any metal outside of my selection (things like wood grib screws) then i do a color selection where i select pure black and check the INVERT box and adjust the "fuzziness" usually to something like 100, the preview shows what the alpha and exponent will look like

Then with that selection i create a new BLACK alpha channel and have a shade of white as my background color (change the shade depending on how much highlight saturation you want) then i press DELETE which will create your alpha channel, then i go back into my RGB layers with the selection still active and create a new layer, again selecting a shade of white but this time as my foreground color to tell the engine how spread out the highlight should be and hit SHIFT+F5 to fill with foreground color, after that i hit CTRL+D to clear selection, create anew layer and fill it with pure black, place it behind the pure white layer i previously created, flatten the image and save as a vtf, if your using nems vtf plugin save it as a COMPRESSED TEXTURE then i go back and do a step backward (so the image has the 3 layers again) and delete the 2 layers i created in RGB 9keeping the alpha channel) and run the normalmap filter from nvidia on the main RGB texture layer, i usually set the normalmap filter to 1 with a 4x4 then i save this file as a NORMAL MAP WITH ALPHA CHANNEL through nem's vtf plugin

Now my VMT setup looks like this for all of the viewmodel textures





"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_models\mp40/v_mp40"
"$bumpmap" "models/weapons/v_models/mp40/v_mp40_normal"

"$phong" "1"

// "$phongexponent" "10"
"$phongboost" "1"
"$phongfresnelranges" "[1 3 6]"
// "$halflambert" "1"
"$phongexponenttexture" "models\weapons\v_models\mp40/v_mp40_exp"
"$phongalbedotint" "1"
}




Note that "$phongexponent" "10" is hashed out, you can define a custom exponent value with this which seems negate your _exp image and does not look as good in my opinion

Anyway this is just how i do it, this might not be the best way but it works for me, i also create ACTIONS in photoshop, one for exponent and one for normalmap

Deceiver
08-15-2006, 12:39 AM
Would anyone mind posting screens of the view models affected by this phong pack? Would be greatly appreciated by more than just me I'm sure =)!

hobosphere
08-15-2006, 01:14 AM
I'm really starting to dig this phong. This pack is really well done.

The reflection is working nicely, not too much, just enough. Subtle. The metal parts of guns definitely feel so much more metallic because of the phong. The previous methods of adding shine just looked ridiculous imo, the environment reflection stuff. Phong ftmfw.


http://img216.imageshack.us/img216/1788/dodkalt0004cl6.jpg
http://img216.imageshack.us/img216/6121/dodkalt0005iz1.jpg
http://img96.imageshack.us/img96/9923/dodkalt0006pp1.jpg

LJFSP
08-15-2006, 01:19 AM
I must agree, alot better this time around. Nice tuoch with out over doing the shine. Looks natural this time. Thanks for the work. No pics still got my click.

SilentSteps
08-15-2006, 08:17 AM
Enabling phong disables cubemap reflections, correct?

Someth|ngW|cked
08-15-2006, 02:17 PM
Not sure about it disabling env maps, have not tryed it yet, i know that specular maps work with phong enabled, the MP40 has a spec map for it's dirt mask and it works just fine so i would imagine that envmaps would as well

Guyver
10-25-2006, 10:24 PM
Ok, I finally got around to checking these out. (I still think with a release this big, you should've provided screenshots.:D )

It's pretty nice, although I think the phong is a bit overdone. Also, any amount of phong on the hands/sleeves just doesn't look right at all. They look like plastic when the right amount of light hits them. I think Forral nailed the phong effect with his K98/STG44 release, as it's even more subtle. Perhaps a V3, Wicked?:)

Agent 47
10-30-2006, 04:25 PM
does "phong" mean shine?

Guyver
10-30-2006, 04:37 PM
http://en.wikipedia.org/wiki/Phong_shading

Disciple
11-02-2006, 02:57 PM
Originally posted by Someth|ngW|cked
I also feel sort of insulted when i post something that i spent my free time on and then someone says somehting like "no pics no clicks" like i am trying to get money from them . . .

Eh. Releaser is too much of an arse for me to even consider downloading this.

You didn't even provide a screenshot. Why should we even care about it?

Guyver
11-02-2006, 04:19 PM
Originally posted by Disciple
Eh. Releaser is too much of an arse for me to even consider downloading this.

You didn't even provide a screenshot. Why should we even care about it? While I too think he should've provided screenshots, calling him an ass is a bit harsh. He's got a great looking map in the works too...just download this and check it out if you want. It isn't hard.

[BREAD]Toaster
02-26-2007, 05:47 PM
sorry for bump and sorry if i confused anyone thinking that wicked made another pack....can i get a reup?

Guyver
02-26-2007, 05:56 PM
Toaster;1034885']sorry for bump and sorry if i confused anyone thinking that wicked made another pack....can i get a reup?

He did make another one.:D

http://www.dayofdefeat.net/forums/showthread.php?t=70283

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