Archive for the ‘Source Engine’ Category

Canto 34

I’ve been working with some textures, and randomly felt like doing something “arty”. Here goes nothing.

Will begin posting bigger Zymbiote updates as time progresses (just remember that time is relative)

- Soyuz

Plasma, how does it work?

So I’ve been working on particles for … fun (I suppose?) and created 2 new fire particle systems, one “ordinary” and one “pure plasma” form.

The whistles go WOOO

- Soyuz

Dynamic Shadows, I Choose You!

Just another quick update, been working with dynamic lights in Source for a while now (it’s a pain in the ass) and have settled with using environment projected texture shadowing, which means that we’ll have to recode the Engine to better fit our needs, but that isn’t going to happen until later this month.

I’m also going to increase the projected texture resolution to remove the “grainy” feel to the shadows, and re-do some of the collision models on physical props.

- Soyuz

Bad Influence

Minor Update, pictures are self-explanatory.

We will be adding our own models shortly.

- Soyuz

It’s Integral to the Implementation of Everything

So… As of recent events, or lack off, I’ve decided to actually begin creating something with the textures provided by Mike. So after one hour of work I’ve finished a some kind of surface tunnel, enclosed with snow (beats me).

To start off I’m going to fix the lighting and re-do the HDR outside (since you can’t see ANYTHING if you look directly outside) then I’m going to add more props and add a couple of rooms and probably some geometry to the corridor, to keep it from feeling so plain.

So stay tuned?

- Soyuz

EBMs Be Gone

So after consulting the problematic events after the last blog post with Mike we decided to skip the whole bump mapping idea — instead we added normal maps (yay!) This was the result:

Personally I see it as an improvement… though considering how the last version was broken I suppose that doesn’t say much.

- Soyuz

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