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Old 09-Oct-2004, 20:45   #1
kyleb
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Default A Small Mod for CS:S - Bumpy Shiny People Holding Guns

obligatory pimpage shot

I figured the player models in CS:S were a bit flat looking so I took the liberty of adding some bumpmaps and specular highlighting to them. If you want to check them out yourself, download them from here.
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Old 09-Oct-2004, 22:26   #2
digitalwanderer
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<REM mode>

"Bumpy shiny people holding guns.
Bumpy shiny people holding gu-u-uns!"


</REM mode>
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Old 09-Oct-2004, 22:33   #3
kyleb
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Exactly. Most of the few hours I spend making those was sitting at the loading screen waiting to start a server and check out the skin in 3rd person mode so I could see if i toned down the evnviroment mapping enough. Durring that time the old REM tune just popped into my head. :P
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Old 09-Oct-2004, 22:58   #4
kyleb
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btw, I was missing a folder in the directory structure but I updated the download now.

If you already installed it you can simply take the models folder, which it created, and move that it into the materials folder. That will fix you right up.
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Old 09-Oct-2004, 23:57   #5
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I don't think mine worked. It's in D:\Games\Steam\SteamApps\mkillio\counter-strike source\counter-strike source\cstrike\materials
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Old 10-Oct-2004, 00:19   #6
kyleb
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Looks liked you just unziped it right into the counter-strike source directory instead of the mkillio directory before it.
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Old 10-Oct-2004, 00:25   #7
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So it should go here? D:\Games\Steam\SteamApps\mkillio?
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Old 10-Oct-2004, 00:27   #8
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Yep, unzip right there and you will be good to go.
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Old 10-Oct-2004, 01:23   #9
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Yeah, nothin, do you think I need to turn shadow deatil to high?
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Old 10-Oct-2004, 01:36   #10
kyleb
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So in:
Steam\SteamApps\mkillio\counter-strike source\cstrike\materials\models\player

you have two folders, urban and terror, both with two files each?

I don't think shadow detail matters though I have always run with everything cranked.
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Old 10-Oct-2004, 06:44   #11
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Yeah pretty sure it didn't do anything. Maybe I'm just retarted and couldn't notice. Do I need to enter anything into the console perhaps?
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Old 10-Oct-2004, 16:40   #12
kyleb
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Shouldn't need to do anything else, I'm really not sure what the issue could be. One guy one the steampowered forums seems to have the same issue while everyone else is fine.
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Old 10-Oct-2004, 16:42   #13
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Kyleb: any chance you could post some comparison shots? I don't have CS:Source myself, but the models certainly look nice.

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Old 10-Oct-2004, 16:59   #14
kyleb
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Without the mod the player models are just normal gouraud shaded, all the bumps and reflections in my shots are added by the mod. You can really see the difference the mod makes on the terrorist skin when comparing my pics with this shot.
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Old 10-Oct-2004, 17:24   #15
Zyrusticae
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SCHWEET!

Be sure to update whenever new player models come out..
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Old 11-Oct-2004, 20:21   #16
Mendel
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I'm using the mod and really couldn't live without it anymore.

Well done!
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Old 11-Oct-2004, 20:28   #17
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You should make a side-by-side comparison shot between the original and your version, that would be cool .

Btw, mind if I post this in other sites? (can your server handle the traffic)?
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Old 11-Oct-2004, 21:07   #18
kyleb
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Feel free to post my links anywhere you like, my ISP only gives me 5mb of web space per email addy but they don't put any limit on bandwidth so I might as well exploit that. As for comparison shots, I thought about it but I don't know anyone who has the game and just chasing people around online trying to get good shots to show off the effects was tricky enough.

As for when the new player models come out, I'm hopping Valve will do it themselves. Some things would turn out a better with access to the original art, such as no quilting of the camo pants when you can just hide the camo layer before generating the normalmap. However, It would only take a few minutes to do the same thing for each new model they release so I will definitely be updating for any new models if Valve continues to release flat textured ones. Better yet, when the SDK comes out we can import models with normalmaps created from super high poly models like what is done in Doom3 and Far Cry. :P
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Old 11-Oct-2004, 21:42   #19
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I'll try to do some shots for you later
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Old 11-Oct-2004, 23:01   #20
Scott_Arm
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Default Hmmm

What kind of performance decrease are we talkin about?

Seems like my 9500Pro is gonna handle CS - Source pretty well, from the thing I read on xbitlabs. Gotta get my hands on the game still.

This tweak looks really nice.
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Old 12-Oct-2004, 03:06   #21
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I tried taking some shots, couldn't tell the difference :P
Maybe it will be easier to spot once the HL model viewer tool is released.
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Old 13-Oct-2004, 02:20   #22
Scott_Arm
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Default Tried it

I noticed a difference. It's pretty subtle. Might also be more noticable if I could run at a higher res and AF setting. It's most noticable when guys are firing their guns.

I think it's a nice little tweak.
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Old 13-Oct-2004, 09:05   #23
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Default Re: Hmmm

Quote:
Originally Posted by Scott_Arm
What kind of performance decrease are we talkin about?

Seems like my 9500Pro is gonna handle CS - Source pretty well, from the thing I read on xbitlabs. Gotta get my hands on the game still.

This tweak looks really nice.

given that online is mostly cpu limited then probably not much, depends on your details and res + AA/AF.

Quote:
I figured the player models in CS:S were a bit flat looking so I took the liberty of adding some bumpmaps and specular highlighting to them. If you want to check them out yourself, download them from here.
the patterns on camo trousers aren't normally bumped where the patterns are irl, quibbles aside it looks rather nice.
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Old 13-Oct-2004, 21:26   #24
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Seems like this has just been posted in some HL2/CS sites.
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Old 13-Oct-2004, 22:44   #25
kyleb
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Default Re: Hmmm

Quote:
Originally Posted by Bambers
the patterns on camo trousers aren't normally bumped where the patterns are irl...
Trust me I would rather it wasn't like that; but it came down to either no bumpmaping at all on the pants or quilted camo, and I felt the later was better overall.
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