|REL| W|cked Phong Pack V3
Someth|ngW|cked
12-18-2006, 03:58 AM
I have not been playing or modding dod:s at all lately but i have had a lot of people asking me to release a version 3 of my phong pack so here it is
http://img185.imageshack.us/img185/7307/wickedphongv3gp8.jpg
Download - http://swicked.dod-federation.com/wickedphongweaponscompletev3.rar
Keep in mind that this pack adds phong to all STOCK dod:s view and world models, it will overwrite any custom view and world model skins you might have
Wile E Coyote
12-18-2006, 04:45 AM
1) That looks better than the last ones
2) How are you getting normalmap/Phong shaders to show up in the model viewer? Share the info!
Someth|ngW|cked
12-18-2006, 05:18 AM
Well on some view models you can not enable normal maps in model viewer, not sure if i am the only one getting this problem but it only happens on like 2 or 3 models
But as long as you have Normal Mapping and Specular checked it shows up just fine in HLMV
I do recomend adjusting the light color to a very faint yellow to mimic the average sky light in dod maps if your testing phong
Wile E Coyote
12-18-2006, 03:08 PM
Well gosh golly gee...................
I just recently (last week) completely erased Steam and the entire Valve bundle and started off with a fresh copy, first time since installing Steam when CS:S came out (that's a long time). Just now I downloaded the SDK and low and behold it's suddenly working like it was supposed to all along.
I could speculate a thousand reasons why the SDK did not update itself properly under my previous install, but the truth is I don't care, it's working now.
EDIT:
I spoke too soon. It's still massively broken. I just got lucky in so far that the first two models I opened the SDK accepted the normal maps. However, it refuses to accept about 90% of the model normal maps in the folder, including ones that shipped with the game.
Someth|ngW|cked
12-18-2006, 04:40 PM
Try this
Under the file menu click Load Weapon and select a mdel you know works with normal maps in hlmv then click Load Model and load a model that you want to see but does not draw normal maps
The weapon model will be in the way but it will force rendering of normal maps on the other model . . .
Wile E Coyote
12-18-2006, 04:49 PM
getting back on subject, I just tried out this pack and I have to say I heartly give it a thumbs up. There are a couple things I would have done different (most notably the bazooka and panzershreck - matte paint doesn't shine like that) but overall this pack is an extremely professional and well-rendered addition to the stock models, as well as most custom models.
When I eventually get around to updating ALL my weapon models with phong shaders, I plan to ask wicked to use quite a few of these.
Someth|ngW|cked
12-20-2006, 05:44 AM
Yeah the zook and schreck i had actually not tested in-game before releasing the pack, they looked ok in the model viewer but a bit to doom 3 ish in engine
Anyway, i am now adding phong to various other models and i would like to know if anyone has any requests or custom models/skins they would like "phongified"?
Someth|ngW|cked
12-23-2006, 06:46 AM
I have updated the pack to include matching phong for all of the world models, the link in the first post has been updated
http://swicked.dod-federation.com/wickedphongweaponscompletev3.rar
Formologic23
12-23-2006, 10:20 AM
Originally posted by Someth|ngW|cked
I have updated the pack to include matching phong for all of the world models, the link in the first post has been updated
http://swicked.dod-federation.com/wickedphongweaponscompletev3.rar You are my hero!
Sabre
12-23-2006, 11:30 AM
I quite like this pack, it conveys a really lovely subtle effect on the metal. My only gripe is that wood is done on the M1 and K98, yet not on any other (for the record I prefer that the wood is reflective). The addition of the world models is great. Overall, a really good effort Wicked, much appreciated.
Someth|ngW|cked
12-23-2006, 02:45 PM
Yeah i was thinking about removing the gleam on the wood but on my screen, an LCD it looked right for the color and texture of the wood on the carbine and k98 but some peole still run CRTs or LCDs with a low contrast ratio which can make a big difference in how the shader looks . . .
I also want to tone down the gloss and normalmap height on the 2 rocket launchers
Guyver
12-23-2006, 04:28 PM
Not to be nitpicky, but you forgot these:
garand_rg_grenade
k98_rg_grenade
Dr. Crawford
12-24-2006, 10:32 AM
They're great!
Phong for ammo boxes would be cool
BERSERK3R
12-25-2006, 08:20 AM
Wow, you are the man!!
It doesn't look perfect....but it looks the best I have ever seen!
Keep up the good work and you'll get there.
I'll study your skins very good ;)
One note, I havn't looked at your exponent maps, IF you use them but you might make the edges of the weapons (more) visible in the exponent.
Now they shine nice globally but still feeling I'm missing something and the edges might be the thing.....Wile?
Someth|ngW|cked
12-25-2006, 02:14 PM
Thx, i have been messing with the Fresnel ranges and came up with a more believable result, i am going to toy with it a bit more before i update
And what do you mean by edges?
BERSERK3R
12-25-2006, 02:52 PM
Originally posted by Someth|ngW|cked
Thx, i have been messing with the Fresnel ranges and came up with a more believable result, i am going to toy with it a bit more before i update
And what do you mean by edges?
Hm yeah Freshnel, doesn't that have to do with the "angle" of the light?
That might explane why your lighting seems more global and why I can't get it right with the "default" setting.
About the edges.
How it's now, the weapons are quite phonged evenly, so more global shine.
And although that is good, I think you should make some parts shine abit more, and I mean more extending parts and also the edges of a clip for example.
Just like I did on my "realistic" phonged BAR.
I gave the edges a bit more strength.
Mostly it's the highlights you can find on a skin.
And btw, I havn't used them ingame yet, but seen them in the model viewer, but I'm still not to keen on the normalmap.
Although it's much better then the rest I have seen out there but the "bumps", just give the feel it's made of rubber/plastic.
Ofcourse not all weapons are 100% smooth, but these normalmaps seem to have more global "bumps" in it instead of randomly placed.
And I don't know what resolution you use for your normalmaps but try using same resolution as your skin so it will get sharper (I think).
And remember that bumpmaps don't always make it look better.
Try and make a plain bumpmap, so only a blue color and even put some parts of "bumps" on it which really need to be there and therefore you will get a much smoother metal look.
TheAmerican
12-25-2006, 06:18 PM
Can't get the phong to work with Brutal's M1 Carbine. I swapped out the files, but there are errors.
BERSERK3R
12-25-2006, 06:47 PM
Originally posted by TheAmerican
Can't get the phong to work with Brutal's M1 Carbine. I swapped out the files, but there are errors.
And they are?
Someth|ngW|cked
12-25-2006, 09:02 PM
Um.. if you install my phong pack and just extract brutal's m1carbine.vtf into the carbine's material folder it should work just fine . . .
Someth|ngW|cked
12-25-2006, 09:05 PM
I have tried an even level normal map but even with the phong mask it looks to smooth so i use a 0.5 scale normal map to give it just enough roughness, if i go any lower it looks to smooth so i made a compromise with it . . . but the Fresnel ranges are actually making a difference, they arent just for changing light angles they also adjust the sensitivity from different angles and such
TheAmerican
12-27-2006, 11:27 PM
Well yea. I dropped v_m1carbine.vmt, v_m1carbine_normal.vtf, and v_m1carbine_exp.vtf into the folder containing Brutal's reskin from the m1carbine folder in your phong pack, but then in the game, there were errors with the phong and normals.
Originally posted by BERSERK3R
And they are?
Brutal's:
v_m1carbine.vtf
Wicked's
v_m1carbine.vmt
v_m1carbine_normal.vtf
v_m1carbine_exp.vtf
Wile E Coyote
12-27-2006, 11:53 PM
what beserker was asking.........................
WHAT were the errors?
did you get a console error code?
did you see purple and black checkerboard?
did you see crazy white lines on the skinny parts of the model?
etc, etc, etc.....................
We already know what the files are. Listing them does not help anyone understand your problem
TheAmerican
12-28-2006, 09:17 PM
Alright, when I get some time to get on after work, I'll load it up again and take a screenshot.
Wile E Coyote
12-31-2006, 08:02 AM
Thought I'd pop in a real-world shot of what this pack actually does, and how good it can make things look
![](http://img225.imageshack.us/img225/3654/wickedphongqp6.th.jpg)
jules
12-31-2006, 08:40 AM
is that forral's k98 there?
Wile E Coyote
12-31-2006, 08:53 AM
:eek:
Yeah, I totally forgot about that.
uh, no....... it's just a reskin, by me, of the default skin, that I have never released because it's not finished and I have commited myself to other projects (and I happen to be busy). It actually does look very similar to Forral's if you put them side by sside because apparently Forral made almost the exact same edits to the metal areas of the default skin that I did - rather ironic, but it does look good so I can see how more than one person would have come up with that combination. The real change is that it is 2048x2048 to accomodate finer detail around the rear stock area for when going to ironsight mode.
Guyver
12-31-2006, 04:36 PM
I've been wating forever for you to release that K98 too, Wile.;)
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.