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  1. 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.

    • Like 1
  2. 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:

    2526266.jpg

     

    In game, as in life, the concrete does not penetrate. I think it is right.

    5.jpg

     

    And wood)

    6387262.jpg

     

    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)

    • Like 2
  3. 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

    ROVWXNND4sI.jpg

     

    Novo


    pvJy_EJtVHU.jpg

    One evening of work

    ev7eWGOSgsQ.jpg

    What looks better?

     

     

    And more comparisons in the same sequence:

     

    TsUC1ihuuBk.jpg

    zHF1wm2_oSU.jpg

    eH42XTtWBE4.jpg

     

    Ground textures:


    vfgdRq4iC2A.jpg

     

    vMiDIVGE7dI.jpg

     

    z40Xs39Xelw.jpg

     

    Well, the bullet holes:

    SzhMtICMI9g.jpg

    ikeRxobEp2o.jpg

     

    FUP0OwyA7Nk.jpg

    SMXdcTUNZr8.jpg

     

     

    It makes sense to work in this direction?

    • Like 3
  4. 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

     

    • Like 1
  5. 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.

  6. 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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