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18 hours ago, ApexMods said:
I so very much hope this is still being worked on and will be released one day!
I'm sure it will bring to the end)
But now I spent a lot of time on the real shooting and training. And for creativity left too little time) And because of this, work proceeding very slowly.-
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Next...
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Lot of green grass?
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Little new:
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Zeelex, tell me, in the game there are restrictions on the textures size? Because I do not know what to do with buildings, they have terrible 3d modeling and texturing))
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So.... Red Square...
I think the developers really didn't like the citys. They are so bad in the game, so bad ...
I tried as best I could. (At this moment, only ground textures are replaced.)
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Who wants, can see how it all looks in the game.
Changed:
bullet holes
And in M03:
Main road, rocks, ground, back font forrest.
Download link:
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I will try to bring to the end, but I not promise)
I think the most important thing is the border of different textures. What would it look natural, they should be smooth. What I did on the rocks and road. And it just gave an interesting view of the game
Zeealex, thank's, your job will help me)
To TJbrena
You're right about the macro and micro)
About bullet holes, I am an instructor for combat shooting) We shoot a lot on different materials) And I tried to make in game the most similar to the real holes.
This is metall for example:
In game, as in life, the concrete does not penetrate. I think it is right.
And wood)
Or I misunderstood) Therefore, show photos of the holes that you believe to be correct. And I was able to fix the texture.
Sorry for bad english)
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And so, the high-resolution texture is good. But when I looked Project Novo, I had a feeling of dissonance. Yes, it looks nice, but unrealistic. The original game will still look better. And I tried to make a texture, but without losing the spirit of the original game.
Compare:
Original
Novo
One evening of work
What looks better?
And more comparisons in the same sequence:
Ground textures:
Well, the bullet holes:
It makes sense to work in this direction?
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This is config for ENB 0.076.
//UseMRTRendering is not working in this version
[PROXY]
EnableProxyLibrary=0
InitProxyFunctions=1
ProxyLibrary=[GLOBAL]
UseEffect=1
AlternativeDepth=1
AllowAntialias=1
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
AdditionalConfigFile=enbseries2.ini
UseMRTRendering=1
TempF1=100
TempF2=100
TempF3=100
TempF4=100
TempF5=100
TempF6=100
TempF7=100
TempF8=100
TempF9=100
TempF0=100[EFFECT]
EnableBloom=1
EnableOcclusion=0
EnableReflection=0
EnableMotionBlur=1
EnableWater=0
EnableShadow=0
DepthBias=0
EnableDepthOfField=1
EnableReflectiveBump=0[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=44
KeyShadow=119
KeyWater=118
KeyShowFPS=106[REFLECTION]
ReflectionPower=0
ChromePower=0
UseCurrentFrameReflection=0
ReflectionQuality=0
ReflectionSourceSpecular=5
ReflectionSourceTFactor=5
UseAdditiveReflection=0
ReflectionDepthBias=0
UseLowResReflection=0
ReflectionSinglePass=1
UseEnvBump=0
EnvBumpAmount=10
EnvBumpOffset=10
ReflectionFlip=1
IBLAmount=30
IBLPower=5[BLOOM]
BloomPowerDay=15
BloomFadeTime=500
BloomConstantDay=1
BloomQuality=0
BloomScreenLevelDay=60
BloomCurveDay=10
BloomPowerNight=15
BloomConstantNight=1
BloomCurveNight=10
BloomScreenLevelNight=60
BloomAdaptationScreenLevel=80
BloomAdaptationMultiplier=20
BloomAllowOversaturation=0
BloomMaxLimit=100[SSAO]
UseFilter=0
OcclusionQuality=0
FilterQuality=0
DarkeningLevel=0
BrighteningLevel=0
IlluminationLevel=100
AdditiveIlluminationLevel=100
UseAmbientOcclusion=1
UseIndirectLighting=1
FadeDistance=100
UseForAlphaTest=1
UseForAlphaBlend=1[COLORCORRECTION]
DarkeningAmountDay=0
ScreenLevelDay=30
ScreenLevelNight=30
DarkeningAmountNight=0
GammaCurveDay=1
GammaCurveNight=1
ColorSaturationDay=0
ColorSaturationNight=0
UsePaletteTexture=0[WATER]
UseWaterDeep=0
WaterDeepness=20
WaterQuality=0[SHADOW]
ShadowFadeStart=80
ShadowFadeEnd=140
ShadowAmountDay=70
ShadowAmountNight=10
ShadowScreenLevelDay=60
ShadowScreenLevelNight=20
ShadowQuality=1
UseShadowFilter=1
FilterQuality=2
ShadowBlurRange=100[ENGINE]
ForceAnisotropicFiltering=1
MaxAnisotropy=16
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60[MOTIONBLUR]
MotionBlurQuality=0
MotionBlurVelocity=20
MotionBlurRotation=20[PERPIXELLIGHTING]
SpecularColorMin=0
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100[DEPTHOFFIELD]
DOFQuality=0
DOFNumberOfPasses=5
DOFFocusRange=100
DOFBlurinessRange=2[LIMITER]
EnableFPSLimit=0
FPSLimit=30
[PLUGIN]
WeatherMod=0-
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Depth of field looks nice)
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And so I tried on different versions of the original game. Everywhere one and the same.
View files that could be responsible for this, but did not find.Maybe it's hard-coded? And probably this is done for the stability of the network game?
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http://www.unknowncheats.me/forum/235645-post2.html
"usage: read the memory to find the pointer -> store the base pointer address (using a codecave or whatever) -> read the memory to check the current accuracy values or write the memory to use your own accuracy values."
I do not understand what it is. But perhaps it should help to find the source)
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Everything is identical 100%.
There are two computers. 1 and 2.
Server 1, Client 2. On 1 reticle behaves as prescribed in the file, 2 no.
Server 2 Client 1. On 2 reticle behaves as prescribed in the file, 1 no.So we can conclude that the server is working as it should, and clients operate on other parameters of "TurnBandVelocity".
All other parameters of weapons work identical on the client and server. But "TurnBandVelocity", no. And where game can take these other parameters? In which file they can be?
"Riley_Fletcher says:If I remember right, it determines how far the reticle pips "bounce" when turning."
Yes, and the reaction of reticle depends from the turning speed.
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Hi all. I encountered such a problem.
In multiplayer sight sensitivity changes for client players. In .gun fail it is "TurnBandVelocity" group settings.
The server and the client has the same files and settings, but in the game the behavior of sight is different. All other parameters of weapons work correctly, and the same for both players.
And so, what could be the problem? Where client takes the values of "TurnBandVelocity" parameters?
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Does anyone know, work is going or not?
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Thanks, I downloaded the wrong file)
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McFX_settings.cfg
I can't find this file.
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I have plugin.
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Maybe you can download SOAF?)
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May be make SOAF missions to Ghost Recon? The same style.
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Changed the helmet cover...
Before:After: -
Ghost Recon: Heroes Unleashed
in GR - General Mod Topics
Posted
In my opinion one of the most interesting game type is Bot Hunt. AI behaves are very clever in this game type.