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Very Hot Topic (More than 25 Replies) Screenshots for FUN! (Read 2179 times)
han
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Re: Screenshots for FUN!
Reply #165 - Dec 28th, 2019 at 8:24pm
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Running some tests on Translucent | Fog.
  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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han
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Re: Screenshots for FUN!
Reply #166 - Jan 18th, 2020 at 2:25am
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I started to mess with despatializing light source when close to a surface, as noticable in Ruins, where this one red light looks in particular wrong. But the reasoning behind it is, more that light sources tend to be extended, not just point sized, and that their size should correlate with the LightRadius property. This is also reflected by the fact that the distance attentuation doesn't skyrocket when close to surface. Actually originally it dipped down, when distance is below LightRadius in UU, but this can be fixed (see new post in gamma handling thread).

Original:


Despatialized:


However this also makes unlucky placement of Lights more pronounced.

Original:


Despatialized:


Code
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// Lambertian diffuse (not really, because non linear, but...).
FLOAT Diffuse = (N|L)/LSize;

//
// Despatialize diffuse.
//
// |L|<R/25 -> Fully despatialized.
// |L|>R/10 -> Fully spatialized.
// otherwise          -> Cubic Hermite interpolation.
//

Despatialization = 1.0f-FSmoothstep( LSize, R/25.0f, R/10.0f );

Diffuse = (1.0f-Despatialization)*Diffuse + (Despatialization)*1.0f; 



L is the Vector from surface point to light source.
N is the surface normal.

The cubic hermite should intially be some linear ramp, but I made a mistake when calculating the ramp equation, and I ended up beeing lazy for testing. I certainly do want to try somewhat different approach for despatialization, and see how it looks. At the same time I am also kinda forced to do it, as I want decouple mesh lighting from rendering the Actor. But the way I want to do this precludes beeing able to exclude an Actor from lighting himself. And if I don't despatialize in this case, self lit meshes from within would probably look super borked, as one encounters lots of "backvertices".
  

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EvilGrins
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Re: Screenshots for FUN!
Reply #167 - Jan 24th, 2020 at 6:42pm
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[]KAOS[]Casey
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Re: Screenshots for FUN!
Reply #168 - Jan 25th, 2020 at 9:45pm
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almost looks like that velociraptor is flying with that firing effect under their feet in last pic
  
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EvilGrins
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Re: Screenshots for FUN!
Reply #169 - Feb 7th, 2020 at 6:58pm
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[]KAOS[]Casey wrote on Jan 25th, 2020 at 9:45pm:
almost looks like that velociraptor is flying with that firing effect under their feet in last pic

They do jump rather stiffly.

Moving right along...










  

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han
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Re: Screenshots for FUN!
Reply #170 - Feb 16th, 2020 at 4:41pm
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I started to implemented twosided lighting, basically have a lightmap for each side of a surface, for better support of twosided sheets/surfs.

Another (important) change I made, was to start to add an angular dependency to LE_Cylinder (and LE_NonIncidence), so it would look resonable instead of awful on meshes, and also remove lighting from the back.

Some more interessting side effect that this (old)...


...now looks like this:


I always assumed these were unlit surfaces...
  

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Krull0r
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Re: Screenshots for FUN!
Reply #171 - Feb 16th, 2020 at 7:21pm
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AWESOME!! Yea some of the masked textures are too bright! It's a very good improvement!
  

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Re: Screenshots for FUN!
Reply #172 - Feb 16th, 2020 at 9:44pm
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Great news! This is an infmaous and infuriating quirks of sheets, not having to work around it would be a relief!
  

You must construct additional pylons.
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Re: Screenshots for FUN!
Reply #173 - Feb 19th, 2020 at 2:32pm
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GZDooM



  
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Re: Screenshots for FUN!
Reply #174 - Feb 19th, 2020 at 2:46pm
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On still pictures, it just looks like Unreal in software rendering.
  

You must construct additional pylons.
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Re: Screenshots for FUN!
Reply #175 - Feb 19th, 2020 at 2:50pm
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Hellkeeper wrote on Feb 19th, 2020 at 2:46pm:
On still pictures, it just looks like Unreal in software rendering.


I could not achieve the pixelated "grain" Unreal has, although, some of the lighting can really be well mimicked.
This one is other area in motion:


  
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han
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Re: Screenshots for FUN!
Reply #176 - Feb 20th, 2020 at 5:37pm
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I still want implement the SoftDrv "filtering" as an option for texture filtering. And just out of curiousity, experiment with a better sampling strategy for dithering.

In the end, my idea is to have as a selection:
- Anisotropic
- SoftDrv-ish
- Some custom high quality filtering
  

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Re: Screenshots for FUN!
Reply #177 - Feb 29th, 2020 at 11:59pm
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Just a lazy Saturday afternoon, local time anyway...











  

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Re: Screenshots for FUN!
Reply #178 - Mar 2nd, 2020 at 5:14pm
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In my ongoing hunt for monsters to use in edits for MH maps, among other stuff, I frequently download all sorts of things. Normally I test them out immediately but sometimes due to a hectic schedule or insomnia or any number of other things I periodically put them into my UT folders and forget about them...

...or just intend to come back later, which I don't always do.

Nobody's perfect.

When I have new skins I'm making I test them on the only 2 blank spots I have in my extensive (xbots is handy like that) roster. Current 2 from an extension to my Red Shirts skin that didn't go so well:


I don't rename them or alter their base skills when I do this, which can make some of my screenshots confusing sometimes to anyone that pays excessive attention to what bots goto which names.

Anyway, while doing this recently I noticed a bunch of extra model names I didn't recognize. So I went for them and got these results:


Some others too; at least now I know where the models for the GrimReaper & Angels came from. U4E, which I initially grabbed for monsters inside it apparently has playable models in it as well. Some are really decent, some are a little stiff, some have their own voicepacks...

...and even better, I noticed some when they spawned into the game are not carrying the usual default weapon all players and bots get.

Turns out, while they can fully use any weapons they pick up...

...similar to the TeamOrbit mechs, they have built-in weapons!










By far my fave is the "Monster Master" model. Based clearly off Ash Ketchum of Pokemon, he carries a glowy purple orb from which he can summon monsters into the game:

This didn't work so well in MonsterHunt, as apparently the summoned monster isn't always so loyal. There's a message that flashes on the screen after anything is summoned, telling whether or not the monster will be loyal or not.

Occasionally not loyal, most often is... and while you can't control it, it will respond violently to anyone who attacks you.


Ash also carries a knife for melee attacks. It's weird, having these models in game effects some of the other weapons on any map they play on, without needing the use of any extra mutator to bring that about.

Case in point...

...he didn't pick that up. The default pistol got switched just because there were U4E models on other bots.
  

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[]KAOS[]Casey
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Re: Screenshots for FUN!
Reply #179 - Mar 2nd, 2020 at 5:48pm
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good ol U4E, i had a ton of fun with that
  
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