Tick... tack.. tick... tack...
ETA T minus 72 hours
Tick... tack.. tick... tack...
Please frvge dont do it ! Theres really point to live.
Tick... tack.. tick... tack...
Time warp detected: Recalibrating sensory perception data
ETA T minus 48 hours
Tick... tack.. tick... tack...
can some1 enlighten me what this is all about? oO
I think they will release some visual data on PS.
Probably some screenies
how much time left?
41/40 hours
Ooo, screenies. :o
Tick... tack.. tick... tack...
Extreme Time warp detected: Anomaly overload!
WARNING, Value is below lower bound.
[restarting]
Recalibrating sensory perception data...
ETA T minus 2 hours
Collecting evidence for further investigation... DONE.
Continuing normal mode of operation.
Tick... tack.. tick... tack...
does this mean that there's one hour left?
no... 2...
1:45 mins left!!!
*poos himself in anticipation*
this better not be somthing randomly crap lol.
i.e. the timer was countin down to how long until we are dissapointed :)
Quote from: Tidenburg on October 14, 2007, 11:15:35 PM
i.e. the timer was countin down to how long until we are dissapointed :)
omg noes
Hmm, waiting for a beta perhaps? Unlikely, but the UT07 demo did come out recently. Maybe ingame shots?
So...?
Tick... tack.. tick...
Exporting data:
Starting data transmission:
Socket connecting... OK
Firewall check... OK
Self-check... OK
Sending report #1 (render):
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Frenders%2Fmercmodel%2Fmercfinishedfront.jpg&hash=bbdda5ce9ff5e607dea24a944a50dc66ac7f1b08)
Sending report #2 (render):
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Frenders%2Fmercmodel%2Fmercfinishedfrontback.jpg&hash=a065da8d03b6397ba0ae1e2fc2b730ae2d8c6a9c)
Sending report #3 (render):
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Frenders%2Fmercmodel%2Fmercfinishedtorso.jpg&hash=3c39e2b30a5045633629b754eef1137081acde8b)
Sending report #4 (render):
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Frenders%2Fspysneakmerc1.jpg&hash=31f03e7fea32ea8efdbfeba4b7cb6fc1df00dcc2)
Sending report #5 (screenshot):
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Fscreenshots%2Fmercmodel%2Fmercfinished3sides.jpg&hash=399c93e1f0c05e96c523b64db42dcf4b1ec30cf4)
Sending report #6 (screenshot):
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Fscreenshots%2Fmercmodel%2Fmercfinishedgoggles.jpg&hash=deda0d0009600b0a812e406b9e42c76ff6afa2ee)
Closing data stream... OK
Destructing resources... OK
Shutting down system
buzz
I just had an orgasm.
Quote from: Cyntrox on October 15, 2007, 12:02:19 AM
I just had an orgasm.
Ewl* :P
* A sound which indicitates something is dirty, lol.
Quote from: LennardF1989 on October 15, 2007, 12:04:43 AM
Quote from: Cyntrox on October 15, 2007, 12:02:19 AM
I just had an orgasm.
Ewl* :P
* A sound which indicitates something is dirty, lol.
Isn't that supposed to be eww?
AWESOME!
wow, wow, wow...
That "clubhouse" pic is so fricking sweet!
Keep it up guys!
unbelievable! How did you guys do that? Is that a mod of just the beta? No matter what it is awesome!
I just shot more loads into my pants than I care to think about.
I can see the weapon was inspired by the MTAR or it is the MTAR. Looks awesome.
pretty cool! but is that spy creeping up in-game, or is it just..... a render?
Quote from: greenday5494 on October 15, 2007, 01:28:19 AM
pretty cool! but is that spy creeping up in-game, or is it just..... a render?
Sending report #4 (render):
It says that it's a render in the heading :/
Really nice.
Still going to give input even though it's done.
I absolutely love the model besides the face. I originally didn't like the idea of showing his face skin but it's growing on me a bit. However, those yellow ballistic shades stand out too much. The yellow color is ugly in my opinion and downgrades the quality of the model (this could just be the way it's rendered at the moment, I wouldn't know). I LOVE those goggles that go over the shades, looks like vision modes? The weapon is fantastic as well, very stylish. The grenade launcher grip looks slightly out of place. The gas mask is nice, though I do wish it covered more of the face, I'm not too into the strap-harness look.
Overall, you astound me once again, kebab. You seriously kick ass.
EDIT: Another note about the yellow glasses; they don't function realistically either. There is a reason why current-day gas masks look like this;
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F9804%2Fgasmaskwk2.jpg&hash=f8284d77d552ffe9aa02596c6c623a9305ce2c65)
The mask covers your mouth and eyes. You guys have heard of tear gas, it will make your eyes water and itch. The yellow glasses on this mercenary most certainly wouldn't do that. I know we aren't going for complete realism, but this is a design flaw in my opinion that could easily be ignored.
its funny how the lack of gasmask covering the eyes and a yellow visor are acceptable in CT even though mercs vision is impaired. The idea here is that spies will know when merc has mask on by the change in visor.
I will be the first to tell you that the visor itself is not final because it is missing a glow texture to show electronics. What I want to do is make the Visor itself black and reflective like sunglasses, and then project a the ingame merc hud onto the visor in a way that the spies can see the vision change.
Also, the purpose of the visor is to make the merc visible at long distances if he is hiding in shadows.
seems you guys think changing textures on characters is like changing your dirty underwear.
It has taken me around 500hrs to get the merc and spy to where they are now, you really cant ask me to do more.
If that number of hours was spent working in a professional game studio in USA I would have earned around $20,000.
The only reason i suggested covering the face is because there would be two mercs with the exact same face.
No biggy at the end of the day its just a game i was only looking out for realism. :-X
Quote from: QLemont on October 15, 2007, 10:37:11 AM
Thats why the saying................ Cant someone else do it :-* comes into place
you couldnt possibly insult me more by asking that.
This is how the Rifle would look from first person:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F9813%2Ftavorfovth0.jpg&hash=77edc3912e14fbc052db0899fac5195bc35ab201)
Quote from: QLemont on October 15, 2007, 10:37:11 AM
Thats why the saying................ Cant someone else do it :-* comes into place
atleast cover the mercs face and ill shut my mouth and be happy what happens if a black man wants to be a black man he has to settle with white mans flesh and well my friend i just cant live with that ive done my part kebab the rest is up to you hide the flesh to keep both sides happy.
Let me say it in a manner goodkebab is to nice to put it. If you want the merc/spy to be the way you want it to be. Make your own damn mod.
Drop this crap and enjoy the work we are doing for FREE and in our own spare time. Covering the face will please you, but displease other people. That's just the way the cookie crumbles. Deal with it.
One of the best weapons for a first person view ive ever seen. :o
And i am not trying to insult any of you i am just making another one of the many suggestions that you receive everyday. The quote ( Cant someone else do it ) is from an older episode of the simpsons
my apologies for the misunderstanding i just love full face masks dont get so hostile over nothing.
Also, please understand the fact that I have taken a tremendous amount of input from you guys in making changes, and have invested a lot of time in making those changes.
You guys should remember that not only the community counts, it's goodkebab's creation and he has to like it as well. I guess he likes it how it is now (so do I), life with it.
And what would it matter, you won't see your own face when you are a merc. And when you see hes face from close as a spy, you're a bad spy...
absolutely awesome work :o
is there any chance to get the screenies in higher resolution (1680*1050 or higher)? ;D
The HUD on the gun seems to be facing directly towards the screen, rather than in the direction of the gun... Looks awkward.
Quote from: Cyntrox on October 15, 2007, 02:05:48 PM
The HUD on the gun seems to be facing directly towards the screen, rather than in the direction of the gun... Looks awkward.
The 'hud' of the gun was added to the render in Photoshop. So that's probably why. It's only a mock-up, when it's all said and done, the actual ammo count and stuff will be on the gun model itself, so it won't look awkward.
very very nice! love the clubhouse hall :D
Quote from: QLemont on October 15, 2007, 02:04:20 PM
Get back to work >:(
I'm starting to dislike you, you just have 8 post and are already trying to get it YOUR way in the community. That's not how it works mister. Grow up >:(
If things arn't suited as you like, create your own damn community and make your own damn merc, gees...
Awsome work Mason..
Youre effort is highly appreciated.. (You made this, i made a square on the same timeperiod.. but im getting there slowly:)
Quote from: goodkebab on October 15, 2007, 10:08:09 AM
its funny how the lack of gasmask covering the eyes and a yellow visor are acceptable in CT even though mercs vision is impaired. The idea here is that spies will know when merc has mask on by the change in visor.
Ok, I understand this.
Awesome first-person gun! It looks top-notch :)
I think the merc's visor should be a more shiny texture, make it look a little more like glass. The gun could use some scratches on it.
Other than that, it is the best MTAR or any gun I have seen on a FPS. Other than the Fuel Rod Cannon on Halo 3 lol.
Awesome work, again. ;D What can you expect from Goodkebab? Nothing but the best.
Different Visions are shown here
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F1049%2Fvisionswipto2.jpg&hash=03152a16a0d859e88779f9f69e6f49a68f92c3e1)
Also, I will change the face texture next...this one was literally a 10 minute paint job.
OMG AWESOME! That was posted like the second after my post, strange.
Vega, we don't need to have gas masks that cover the eyes. The spies AREN'T throwing tear gas grenades at mercs, just smoke grenades. Smoke doesn't irritate merc's eyes that much.
Nice :)
Maybe a little eyeliner, some blush and a soft rose colored lip gloss.
[quote goodkebab]
wtf?
[/quote]
;)
Im freakin impressed.
Quote from: element54 on October 15, 2007, 07:12:48 PM
Maybe a little eyeliner, some blush and a soft rose colored lip gloss.
[quote goodkebab]
wtf?
;)
[/quote]
Why you trying to pretty up other people, am I not good enough :( ???
Quote from: Zedblade on October 15, 2007, 08:39:39 PM
Why you trying to pretty up other people, am I not good enough :( ???
He wouldn't have to if you would have just put on the dress like he asked!
Yes! The merc visors look great and the gas mask + eye goggles look superb. I really like it looks like they cover the eyes from smoke.
Papa, the smoke could easily have an eye irritant property.
i don't really like the mask googles, but i absolutely love the no-mask ones :o
Another option is to change how the gas mask obstructs vision. Rather than all around, perhaps it can be just below. I dunno.
Out of curiosity does the gas mask appear on the face when it is selected? Or is it simply put on if your equipment includes it? Also if it is on the face if it is in the equipment do the goggles appear/disappear when it is used? Or are they always on?
I _believe_, that it's only visible when you're actually using it. Selecting it doesnt make a difference yet. Might obscure the Merc's vision tho. But the Merc Model is just for the Spy I think.
This hasn't been decided upon yet.
To make up for the miscommunication about the Helmet / Face mask i am donating 60$ when kebab has donations available to show my appreciation for all you who put so much time into the making of this mod.
Much love Kebaby / frvge / binary / and the rest ;)
Vega, in CT did smoke make your screen blurry? No.
I don't really like the gas mask goggles that much but you can't please everyone.
Yes it does papa !!!!
Quote from: Papa Skull on October 16, 2007, 03:23:00 AM
Vega, in CT did smoke make your screen blurry? No.
Haha yes, it does.
VEGA IS THE BEST EVER! :-*
Quote from: QLemont on October 16, 2007, 03:39:27 AM
VEGA IS THE BEST EVER! :-*
Actually, he sucks.
Yes, the smoke does make the screen blurry...kind of like a double or triple vision swaying back and forth.
To the team who has processed the mercenary: Good job guys. Very well done. Can't wait to beta test this stuff. I'm really excited.
Your a pretty bitter guy westfall i feel sorry for you.... well i dont really but eh what the hell. >:(
Thanks Q :-*
WESTFALL WHERE IS THE LOVE? What happened to the "You make me proud" ?
Quote from: QLemont on October 16, 2007, 04:14:42 AM
Your a pretty bitter guy westfall i feel sorry for you.... well i dont really but eh what the hell. >:(
It is all an inside joke Q.
I meant with Gas mask on. It wasn't protecting your eyes in any way, but it somehow protected your eyes from getting blurry. So why should it even matter?
Quote from: psyichic on October 16, 2007, 12:27:33 AM
Out of curiosity does the gas mask appear on the face when it is selected? Or is it simply put on if your equipment includes it? Also if it is on the face if it is in the equipment do the goggles appear/disappear when it is used? Or are they always on?
Still in debate, but I want there to be some visual way of showing the mask being turned on. So you can see across the map that it is on.
Ideally it would be an animation similar to spies changing vision. -perhaps merc pushing a button on their helmet.
vision mode, mask on/off and merc using camnet must be easy recognizable. i think we already had this discussion, and the result was that the mask (if the merc got one) should be hanging around his neck, and when he activates it the activation delay (there is one in ct) is used to move it over his face.
The mask is always on if you have it.
Would an audio queue not be enough to indicate when the mask is on? At least with audio you don't have to maintain visual contact with the merc's face to determine whether or not he is using his mask.
Instead of the heavy breathing how about the actual hissing/suck noise the diaphram makes as air goes past it and the diaphram opens and closes. Hard to describe but if you've ever had a chance to play with a gas mask you would understand :-\ Go to your local army surplus store and check one out. If you're not the one wearing it you barely hear the Darth Vader breath, if at all.
Quote from: B1nArY_001 on October 16, 2007, 06:38:28 PM
The mask is always on if you have it.
Would an audio queue not be enough to indicate when the mask is on? At least with audio you don't have to maintain visual contact with the merc's face to determine whether or not he is using his mask.
Instead of the heavy breathing how about the actual hissing/suck noise the diaphram makes as air goes past it and the diaphram opens and closes. Hard to describe but if you've ever had a chance to play with a gas mask you would understand :-\ Go to your local army surplus store and check one out. If you're not the one wearing it you barely hear the Darth Vader breath, if at all.
An audible queue would probably be good to have with the visual representation of the mask.
I'm just having a real hard time thinking of anything that would visually show the mask is active except to have it completely off his face when off and showing when on... Other than that the only thing that can think of is some sort of on/off light...
The glowing tubes on the spy are kinda nice, what about working some tubes or tracing into the mask that glow when it's active?
Well if the merc has the mask over his face all the time we could have it limited to just over his mouth when it is not activated and then have the eyepieces over the goggles when it is activated. This could at least help to explain why vision is obstructed when the gasmask is activated.
Perhaps we can somehow use visions to know if someone is using the mask - question is how to do that.
the "eyepieces" look kinda incoherent to me...
a mask with trunk and huge filter would look funny, just thing on the one the pyro got in tf2...
i definitely like the sound queu idea, but it had to be unrealistically loud.
Random interjection here. Does it annoy anyone else that the title it tick tack tick tack, when clocks go tick tock?
I don't know how well this would work but it sounds easy to do.
Our problem at the moment is figuring out how to indicate to a spy if the merc has the mask activated and restricting the mercs view.
Here are my thoughts.
The mask covers only the nose and the mouth. Thus currently nothing is restricting the merc making the mask too powerful. A full gas mask restricted the view. Due to our design we don't have that. My idea is that the visor is infact tight to our skin like giant ski googles. This does not afect any modeling or anything. All that's accomplished is realism, from smoke getting into your eyes. The disadvantage I was thinking of was hearing wise and not visually. The mask, when turned on it makes a large hissing sound completly overpowering all other sounds. That way you know it's on. When only equiped you hear almost nothing.
The tank for the gas, is situated on the shoulders of the merc, when equiped the tank can have a plum of gas escaping from it, and when activated the gas plum gets bigger and the breathing noise can be heard.
If limiting the sense of hearing while wearing the gas mask is good enough then only a smoke animation is required.
Another idea is to just make a texture much like say googles that go over the visor. Making it stylish would be a fun challenge. My suggestion would be similar to that of a ninja, where when equiped on the visor becomes only a rectangle around the eyes. Or someother neat shape.
EDIT: Didn't get to see the skins with the visor and stuff by kebab a few pages back. that looks great. I'm lost at what the problem is now.
Quote from: Tidenburg on October 16, 2007, 10:18:35 PM
Random interjection here. Does it annoy anyone else that the title it tick tack tick tack, when clocks go tick tock?
My bad. I translated from the Dutch 'tik tak tik tak'.
the only real drawback of mask is the gadget slot it takes, and i nullifies two common spy gadgets if used correctly. so i'd say that restricting the fov and adding a sound (something the spies can hear, too) may be ok. btw, a smaller fov makes only sense in smoke, in which you can't see much anyways, of searching for a hidden sticky cam. against quick cams it's kinda redundant because of the insta switch to the gadget.
The vision is already corrupted when the gas mask is on anyways. It gives you two clear circles, then the rest of your screen is pretty much blurred, not blurred to the point where you can't see a moving spy though. I don't think the fov should be reduced when gas mask is on.
Visions WILL be impaired...lowering all peripheral, just like in Ct.
The design of the helmet allows for the goggles to hide inside the mask....so the merc doing a nod of the head will be enough to lower the goggles over the visor. Has to be a quick animation.
The mouth piece will stay over the mouth if gas mask is equipped.
Having the FoV restricted only when the mask is active makes no sense if you are already wearing it. Having your vision restricted a little is a small price to pay for having the mask equipped and ready for use in an instant.
you are misreading me.
When the merc has the mask , the mouthpiece is always worn....when it is in the hud gadget slot, the visor changes to the goggles. -just like in CT
So you're saying this:
not as gadget: normal face
as gadget:
- not equipped: mouth-piece, no goggles, normal vision
- equipped: mouth-piece, goggles, distorted vision, no sound-effect
- equipped and in use: mouth-piece, goggles, distorted vision, sound-effect.
? Gameplay-wise, it'd be ok.
Ok, I think I typed that out wrong... I meant I don't think that the FOV should be restricted any further than it already is with gas mask on. Of course it should be restricted with it equipped.
I stopped checking this forum every day for updates with the hopes that I could come back to it in a few weeks and see some new screenshots and info that would blow me mind.
I am not disappointed. Great work.
Vega does suck. I'm proud of you for sucking.
frgve has it right. That sounds most accurate/correct.
it may be better and more coherent if switching to mask takes the activation delay of ct, so that if you want to be ready for cams you can activate it instantly, but you have the disadvantage of a smaller fov. atm it's no difference for me whether to press 1 or 2 buttons to have the exact same delay.
Quote from: frvge on October 17, 2007, 01:59:10 AM
So you're saying this:
not as gadget: normal face
as gadget:
- not equipped: mouth-piece, no goggles, normal vision
- equipped: mouth-piece, goggles, distorted vision, no sound-effect
- equipped and in use: mouth-piece, goggles, distorted vision, sound-effect.
? Gameplay-wise, it'd be ok.
so a spy would have no way of visually telling if the merc has his gasmask in use?
sound is enough and makes it harder - cooler.
IMO to make the game has its own "feel" we could implement some kind of sound info system similar to the one used in Half Life 2. e.g. when the merc gets out of nades, the sexy woman's voice would inform us about it. The same thing is with low health, low ammo or alarm triggering info - Intruder detected (Im also for keeping old "pinging" sound) It may be too early to talk about sounds but when youre ready, give us a tip. Ive got few ideas.
Quote from: a3c0i3d on October 17, 2007, 05:44:59 PM
Quote from: frvge on October 17, 2007, 01:59:10 AM
So you're saying this:
not as gadget: normal face
as gadget:
- not equipped: mouth-piece, no goggles, normal vision
- equipped: mouth-piece, goggles, distorted vision, no sound-effect
- equipped and in use: mouth-piece, goggles, distorted vision, sound-effect.
? Gameplay-wise, it'd be ok.
so a spy would have no way of visually telling if the merc has his gasmask in use?
Nah, take a look at the pics.
Gasmask equipped
IN USE(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Fscreenshots%2Fmercmodel%2Fmercfinished3sides.jpg&hash=399c93e1f0c05e96c523b64db42dcf4b1ec30cf4)
Gasmaks equipped
NOT IN USE on left,
IN USE on right.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Fscreenshots%2Fmercmodel%2Fmercfinishedgoggles.jpg&hash=deda0d0009600b0a812e406b9e42c76ff6afa2ee)
My guess is if you don't have the gasmask in your equipment then you won't have a mask on your face at all. This is my assumption at least but i don't think it has been fully decided on yet.
Oh ya, fantastic work kebab!
Everything looks downright sexy except for the gasmask-in-use goggles. Idk, they're just funky. Perhaps flatten them and make them take up the whole visor?
What if when it's selected as a gadget in the equipment screen you have the mouthpiece on. That way you know the merc has gas mask with him. When you switch to it the gasmask instantly activates and the goggles slide over the mercs visor, this means you can switch to it to avoid cams and smoke but don't have to worry about "Did I turn it on?". Sometimes using the mask I switch to it in time, use it and walk through a cam but I get knocked out realising I hadn't activated it when I thought I had.
Anyways awesome models Kebab and the green glow of the spies in the dark is awesome. It reminds me of the Borg. >)
I tend to agree there. I don't think the visual constraint should kick in until the mask is activated.
Withougt mask...
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F4866%2Fmerc2fk3.jpg&hash=1b5ae735f204c2541f2a81b3052a78442129d5c4)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F5926%2Fmerc3sx3.jpg&hash=babc78b19ef6bcf267db81aad968cb08c3ba2b9f)
Sweet.
w/o mask it loos much better. Goodkebab please think about remodeling the gas mask goggles, they just look silly. Maybe you could give them a broader range across the face or somthing.
Quote from: Gawain on October 17, 2007, 02:13:31 PM
it may be better and more coherent if switching to mask takes the activation delay of ct, so that if you want to be ready for cams you can activate it instantly, but you have the disadvantage of a smaller fov. atm it's no difference for me whether to press 1 or 2 buttons to have the exact same delay.
Quote from: SITHDUKE on October 19, 2007, 02:12:32 PM
What if when it's selected as a gadget in the equipment screen you have the mouthpiece on. That way you know the merc has gas mask with him. When you switch to it the gasmask instantly activates and the goggles slide over the mercs visor, this means you can switch to it to avoid cams and smoke but don't have to worry about "Did I turn it on?". Sometimes using the mask I switch to it in time, use it and walk through a cam but I get knocked out realising I hadn't activated it when I thought I had.
you should go for one of these ways.
goodkebab you did something with his face ? seems to be less angry to me.
PS. dont go back to modelling* googles, go straight ahead.
yes..i added a new face texture.
These are software renders, so it wont look 100% the same as ingame.
Looks good!
Good cuz I love the mad merc lol
"damn spies won't get disc or my name isn't... wait, wtf is my name? GOD DAMNIT!!! "
Merc Quote^
btw I wonder what the merc's names really are ;D
the merc doesnt look native american anymore :D just plain american now
tick tack toe
I fail to see the native americaness, hmmm. Anyone have clues to what merc's names would be anyways? I always suspected a kind of name like : " Marcus O'neal " or " Jason McCaskill " if they are american mercenaries.
^^both are Irish
lol
i'd love to see another tick tack thread soon ;D
how about some more screenshots of club? wouldn't take much time/effort and make us happy ;)
Quote from: Gawain on October 27, 2007, 06:37:46 PM
i'd love to see another tick tack thread soon ;D
how about some more screenshots of club? wouldn't take much time/effort and make us happy ;)
Yeah give us a reason to live.
"The purpose if life is to end, Mister Anderson" - Smith
i don't foresee another tick-tock thread soon. First need to build up the cool stuff eh ;)
OmG COulD YOU GiVe US A ScREEN1E FrOM A diFFRent ANGl3?!!?
lol
Those are Irish names yes, but they are pretty common in America now...
Quote from: goodkebab on October 15, 2007, 10:55:45 AM
This is how the Rifle would look from first person:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F9813%2Ftavorfovth0.jpg&hash=77edc3912e14fbc052db0899fac5195bc35ab201)
niiiiiice viewmodel. (at least thats what we call em in Source). wonder what the worldmodel will be. but, could you possibly (sorry if this has been done/asked, im only looking at like the 3rd page or so) add a shader to the scope, so you can see thru it, like in Halo 2/FortressForever?
Quote from: goodkebab on October 15, 2007, 06:21:46 PM
Different Visions are shown here
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F1049%2Fvisionswipto2.jpg&hash=03152a16a0d859e88779f9f69e6f49a68f92c3e1)
great job dude. could we possibly choose what visor we wanted? (like choosing the goggles one or the glasses-type one)
The MT visor has to be a little more red. It's a bit too close to the normal visor to be able to discern what the merc is using, particularly with the mask enabled.
That gun view is downright sexeh.
Quote from: Papa Skull on October 25, 2007, 03:43:17 PM
w/o mask it loos much better. Goodkebab please think about remodeling the gas mask goggles, they just look silly. Maybe you could give them a broader range across the face or somthing.
For once I actually agree here.
The no-mask model looks superb, but the mask model just looks ridiculous.
it's already improved isn't it?
so no one wants goggles....then how about just changing a different texture on the visor when mask is on?
I personally love the goggles. If his whole face was covered, I'd like them even more. It gives our high-tech security force an eerie and alien feeling.
Quote from: goodkebab on October 28, 2007, 08:37:32 PM
so no one wants goggles....then how about just changing a different texture on the visor when mask is on?
Nope, googles are great for me.
Do we honestly need goggles anyways? I think it should just be the mouth mask that seals against the face and connects to the helmet. It would connect to the visor and seal it so no gas could even get through anyways. Kind of like this:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fxs220.xs.to%2Fxs220%2F07430%2Fzyyzyyzyyyyyyyyyyyy.png&hash=5326148ae0fcdcea9708802e390395ecc40391b4)
See how the visor connects to the mask and the mask connects to the helmet? Our merc would look great like that imo.
Quote from: Vega on October 28, 2007, 08:43:30 PM
I personally love the goggles. If his whole face was covered, I'd like them even more. It gives our high-tech security force an eerie and alien feeling.
I think Vega hit the nail on the head. It's not the goggles that's funky looking, it's the skin showing on the side of the mask with the goggles put together.
Quote from: Papa Skull on October 28, 2007, 09:16:46 PM
Do we honestly need goggles anyways? I think it should just be the mouth mask that seals against the face and connects to the helmet. It would connect to the visor and seal it so no gas could even get through anyways. Kind of like this:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fxs220.xs.to%2Fxs220%2F07430%2Fzyyzyyzyyyyyyyyyyyy.png&hash=5326148ae0fcdcea9708802e390395ecc40391b4)
See how the visor connects to the mask and the mask connects to the helmet? Our merc would look great like that imo.
yes, it's the disadvantage of having gas mask. limited sight <_<
Well yeah, we will still have the disadvantage of fov, of course. But CT didn't make you put goggles on and it still gave you limited sight. I say coolness over realism.
Quote from: Papa Skull on October 28, 2007, 09:49:05 PM
I say coolness over realism.
affirmative, mask on mouth is sufficient. maybe some light that it's activated.
does anyone agree with me that that the scope should contain a shader? am i alone here? :(
The rifle is about as sexy as Scarlett Johansson, which around here, means BIG TIME.
No, I would love a shader. If it's possible, awesome. Almost all rifles with a shader on the scope look 1000000 times better than one w/o one. It just looks great in game when you can see a minimized image of what you are looking at know what I mean?
it would look nice, but dunno how much programming time stuff like this take.
Quote from: Papa Skull on October 29, 2007, 06:41:13 AM
No, I would love a shader. If it's possible, awesome. Almost all rifles with a shader on the scope look 1000000 times better than one w/o one. It just looks great in game when you can see a minimized image of what you are looking at know what I mean?
I don't have any experience with gun scopes IRL (yet), but I'm pretty sure you can't see through a scope as if it were just a window when you're not holding it up to your eye.
Quote from: Spekkio on October 29, 2007, 02:05:37 PM
Quote from: Papa Skull on October 29, 2007, 06:41:13 AM
No, I would love a shader. If it's possible, awesome. Almost all rifles with a shader on the scope look 1000000 times better than one w/o one. It just looks great in game when you can see a minimized image of what you are looking at know what I mean?
I don't have any experience with gun scopes IRL (yet), but I'm pretty sure you can't see through a scope as if it were just a window when you're not holding it up to your eye.
It's functionally the same as a telescope. I have had experience with these, and you're right. Unless you are staring dead center into the eyepiece, you will see nothing.
Yep, so basically all those game companies are wasting my graphics processing on something that is completely fake, but 12 yr old videots think it's so cool and realistic.
^^an all to common situation
scopes need to be looked straight on to see through them.
If the animation of going into snipe is done like a realistic FPS, this makes sense. But in CT, its instantaneous, so you never see through the scope.
I presume no one want to have delayed snipe mode so that we can have an animation.
there's a little delay.
i was wondering about the same question, i'll ask a hunter what it looks like.
we could do a quick animation of the gun moving in front of the eyes involving this shader though.
we could?
well, i guess there is at least one dev capable of stuff like this. but it's one of the many little nice-to-have features with no influence on the gameplay so who cares.
Well yeah, I do know that you have to be looking straight at it to see through them. But, coolness over realism, imo. It still looks better, even though it isn't realistic.
it will stop looking cool after 5 minutes. realism whereever possible without hurting the teamplay or coherency of the setting.
Especially when it's less work.
yeah, designing a model w/o goggles is less work.
bah. Shaders are actually simplier than you think. Valve uses shaders to save time, for example, in the first part of EP2, where the destroyed "vista" of the Citidel is, the clouds are actually Shaders, cuz it was easier to make shaders than textures.
also, i would like to have it. even though it isnt realistic, it still looks cool, and it doesnt cost THAT much graphics power. mabye more than a simple texture, but meh, it still looks awsome :).
and. since when as Versus been realistic? sure, getting hit with like 20-30 bullets, surviving, and then being completly normal, by touching your partner. 0_o. coolness>realism. look at TF2!
Um... every single material in Unreal Engine 3 is a shader...
Quote from: iservealot on October 30, 2007, 03:35:41 AM
Um... every single material in Unreal Engine 3 is a shader...
lol i was about to say the same thing
plus, ever shader is made up of textures.
QuoteI presume no one want to have delayed snipe mode so that we can have an animation.
There is a short delay, but I think that you're right that few if any people want to see it lengthened.
Some delay and an animation is good. No more than what is set up in CT but look how shitty the snipe mode on DA turned out. It just flashed to the snipe screen and took more time to adjust to the change in perspective than having the animation involved.
I looked at it in CT, and it was no more then 1 second animation.
Rifle was less then half way to the snipe position when the HUD changed.
I know its a cool effect to see through scope, but its not on our priority list just yet.
It's on the nice to have feature list though...
well, how about just having it while you are carrying it, i mean, who cares if it is really black in real life, getting shot more than 6 times, and you still live is not realistic. lets have a shader on the gun, and be happy with it, eh?
Unless it is a relatively cheap scope or telescope then the relief isn't that bad. High-end $1200-$4000 scopes have such good reliefs you can almost see through them when the scope is about cheek-bone hight.
What you wind up seeing is blackness and then the further you get into the relief (scope gets more on an even level with the eye) you start seeing the image which pans into your fov as a circular image in an opposite approach vector to the eye as the scope and eye come together. Hard to explain :/
Distortion on perimeter of the image seen through the scope is typically a sign of a poorly made scope so we should probably avoid any effects like that
YEah I hate scopes like that. It's very unrealistic with expensive type scopes.
for the un-initiated of computer graphics...."shader" is absolutely the wrong term to use to get the solution you want.
The solution would be to actually physically build a realistic telescope (tube) and then add a transparent -glassy shader where the lens should be.
This of course means that you could see through the telescope correctly, but ONLY when you look through it. In the rest position, you would see only black glass because you are looking down at the gun.
Quote from: goodkebab on October 15, 2007, 10:55:45 AM
This is how the Rifle would look from first person:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F9813%2Ftavorfovth0.jpg&hash=77edc3912e14fbc052db0899fac5195bc35ab201)
THIS, look GREAT. OMG i cant beleive how awesome that looks
The rifle is so sexy! I really dislike the goggles on the merc.. looks kind of silly and the gasmask should be abit bigger or somthing looks kind of small:( well I really love the merc without the gasmask and his cool visirs(sunglasses) or what I can say 2 make you understand. Really nice work guys! Take your time so everything gets perfect! btw. will there be a BETA? would be SO AWESOME!
Lots of love from the_greenflame a.k.a grajjio