Robert Briscoe | Artist | Developer
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Archives

An archive of old devblog posts from various projects over the years

Bits and Bobs

Originally Posted August 10, 2008

So i’ve been fiddling around with a lot of stuff this week, firstly R_Yell got the first pass of Ironsights into the game which is awesome! He made a system where I can just position each weapon manually via the console and then when I have a it looking good, I simply enter the values in the weapon’s .txt file and the position will be remembered the next time the game loads.

ironsights.jpg

We still have a few minor things to sort out such as having a cvar which controls the ironsight zoom (fov) for each weapon, and also which weapons to enable it on. I think I really need to sit down and make a solid decision on the list of weapons which will be in the game at some point this week, so that R_Yell will have a much better idea of what we need to enable/disable fov on. I have also been fiddling with getting some CS weapons in-game as a temp fix to replace the ropey hl2 ones (which dont work with ironsights at all) but after much fiddling have decided to put that off until a later stage as it requires quite a bit of time and attention than I first thought.

Today I experiemented with some custom zombie sounds and improving the textures and phong lighting on the models as it has been annoying me for a while. I tweaked the diffuse texure quite a bit, completely remade the spec, normal and phong mask, removed a couple of redundant options in the vmt and got the following results:

BEFORE:

zombielighting_before_01.jpg

AFTER:

zombielighting_after_01.jpg

BEFORE: Close-up

zombielighting_before_02.jpg

 AFTER: Close-up

zombielighting_after_02.jpg

I wanted to go with more of a gritty aesthetic with ‘movie’ lighting; strong highlights which bring out the detail of the normal maps and model without looking like plastic. Overall im pretty pleased with the results! Next I really must find a way to get rid of the yellow blood!