Graphically, what could you compare this game to? PT2

Update: I have started to add some detail textures and object to the scene

Hi, I just wanted to know what people think of the graphics in this game I’m making. Because I can’t upload more than 5 pictures per post, I made this thread in 2 parts. So here are the second 5 screen shots.

PS: these are screenshots of the second level to the game I’m making called Legacy[ATTACH][ATTACH][ATTACH][ATTACH]

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The graphics are not bad i think they are comparable with Counter Strike Source or Crossfire.

You could have posted once and then put the pictures in a response.

Sorry I didn’t think of that :slight_smile:

Also, 2 things, this is using realtime shadows, and a lot of what you see in the screen shots is using a shader that I made with strumpy shader editor, so if anyone wants it, here it is:

Shader "Blerber"
{
	Properties 
	{
_Color("_Color", Color) = (1,1,1,1)
_Diffuse("_Diffuse", 2D) = "white" {}
_BumpMap("_BumpMap", 2D) = "bump" {}
_CubeMap("_CubeMap", Cube) = "black" {}
_Gloss("_Gloss", Range(0.01,1) ) = 1
_SpecularIntestity("_SpecularIntestity", Range(0.01,2) ) = 2
_ReflectionColor("_ReflectionColor", Color) = (1,1,1,1)
_ReflectionStrength("_ReflectionStrength", Range(0,3) ) = 1.4
_FresnelStrength("_FresnelStrength", Range(0,3) ) = 1.7

	}
	
	SubShader 
	{
		Tags
		{
"Queue"="Geometry"
"IgnoreProjector"="False"
"RenderType"="Opaque"

		}

		
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}


		CGPROGRAM
#pragma surface surf BlinnPhongEditor  vertex:vert
#pragma target 3.0


float4 _Color;
sampler2D _Diffuse;
sampler2D _BumpMap;
samplerCUBE _CubeMap;
float _Gloss;
float _SpecularIntestity;
float4 _ReflectionColor;
float _ReflectionStrength;
float _FresnelStrength;

			struct EditorSurfaceOutput {
				half3 Albedo;
				half3 Normal;
				half3 Emission;
				half3 Gloss;
				half Specular;
				half Alpha;
				half4 Custom;
			};
			
			inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
			{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;

			}

			inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
			{
				half3 h = normalize (lightDir + viewDir);
				
				half diff = max (0, dot ( lightDir, s.Normal ));
				
				float nh = max (0, dot (s.Normal, h));
				float spec = pow (nh, s.Specular*128.0);
				
				half4 res;
				res.rgb = _LightColor0.rgb * diff;
				res.w = spec * Luminance (_LightColor0.rgb);
				res *= atten * 2.0;

				return LightingBlinnPhongEditor_PrePass( s, res );
			}
			
			struct Input {
				float2 uv_Diffuse;
float2 uv_BumpMap;
float3 worldRefl;
float3 viewDir;
INTERNAL_DATA

			};

			void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);


			}
			

			void surf (Input IN, inout EditorSurfaceOutput o) {
				o.Normal = float3(0.0,0.0,1.0);
				o.Alpha = 1.0;
				o.Albedo = 0.0;
				o.Emission = 0.0;
				o.Gloss = 0.0;
				o.Specular = 0.0;
				o.Custom = 0.0;
				
float4 Tex2D0=tex2D(_Diffuse,(IN.uv_Diffuse.xyxy).xy);
float4 Multiply0=Tex2D0 * _Color;
float4 Tex2D1=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal0=float4(UnpackNormal(Tex2D1).xyz, 1.0);
float4 Tex2D3=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal2=float4(UnpackNormal(Tex2D3).xyz, 1.0);
float4 WorldReflection0=float4( WorldReflectionVector (IN, UnpackNormal2), 1.0);
float4 TexCUBE0=texCUBE(_CubeMap,WorldReflection0);
float4 Tex2D2=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal1=float4(UnpackNormal(Tex2D2).xyz, 1.0);
float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( UnpackNormal1.xyz ) )).xxxx;
float4 Pow0=pow(Fresnel0,_FresnelStrength.xxxx);
float4 Multiply1=TexCUBE0 * Pow0;
float4 Multiply2=Multiply1 * _ReflectionStrength.xxxx;
float4 Multiply3=Multiply2 * _ReflectionColor;
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Multiply0;
o.Normal = UnpackNormal0;
o.Emission = Multiply3;
o.Specular = _Gloss.xxxx;
o.Gloss = _SpecularIntestity.xxxx;

				o.Normal = normalize(o.Normal);
			}
		ENDCG
	}
	Fallback "Diffuse"
}

I would compare to any Source game. The graphics in this are much better than in my games. I spend all my time on my people and animations, and not much time on my environment.

I’m still trying to get the outdoor part of the environment. It’s hard to place the buildings so they block enough of you view so you can’t see the edges of the map.

Ive never played Counter Strike Source. So what is different about source games?

I would compare it to a PS1 or N64 game, simply because the environments are so empty.

Looks ok ;). Got something from Counter Strike Source. But these games put a lot of effort/money in their modeling/textures and you can’t compare the screenshots with them, to be honest. But on the first sight it really reminds me of CS Source…

Pretty much everything. Source is just the engine behind them… Portal 2 is also created with Source Engine. CS Source is pretty much one of the first Source games and looks a little old school by now.

Oh, ok I get it now

I still haven’t added all of the misc stuff in the scene (pictures, things in the hallway, etc).

The main problem with your scene is no really that you need to add more meshes… To make it look more realistic you will need more hmm how can one say this… randomness… maybe you should investigate a little bit about overlay textures, decals, perlin noise, detail maps and the like. As well as post effects and deferred lighting… Beast Lightmapping… When you really want to fine tune a scene that much it is going to be a hell of a work…

I didn’t mean Source. I meant Valve. Source is the game engine used BY VALVE to make HL2, Hl2 ep1, HL2 ep2, Portal, Portal 2, TF2, L4D, L4D2, and Counerstrike source. (if you haven’t realized this already, valve seems to not grasp the concept of the number “3”).

Yeah maybe they are just wise enough to know that additional successors can only get worse ;).

How many people have been promised Half Life 3 / Episode 3 and are waiting for it? I’m one of them.

I also wouldn’t mind HL 3 I really liked these games; the joy of Half Life is still unbeaten ;)… But then I would also like to see more Star Wars successors and they are not going to come… so tough luck ;). But we are going off topic…

One last thing before we go back on topic. Valve has promised for Half Life 3 to be comprised of three episodes instead of one full game, so people didn’t have to wait (like Duke Nukem Forever). They promised an episode 3, but as far as anyone is concerned, by now it’s vaporware.

This scene is actually in deferred and lightmapped (I’m thinking about turning up the max ambient occlusion distance). But how could I edit that shader posted above to allow for a decal texture?

Decals can be added with textured quads on walls.