A naked man fears no pickpocket.

Scotland, United Kingdom
Joined August 2022
Build 60 is live now! - Kino Der Toten’s grand return better than ever - Improved gun game - Reworked crosshair + hipfire logic, identical to BO1’s - Trap system, more traps to come soon. - Aim Assist - Tons more changes and fixes Full Notes: verrial.itch.io/projectaethe…
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a tale as old as time
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You're all welcome
The official third game mode for #CDL2027 📢 Overload OUT. Hijack IN.
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- which I use to calculate them offline and use in unreal, leading to perfect model lighting. Also able to get CODs light probes, and using em to create VLMs for unreal, which gives me ‘dynamic’ lighting on movable objects like the player and enemies, again being identical.
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COD uses .vision files which control tonemapping and post processing, which can be layered on top of one another. I’ve made some engine changes to interpret these vision files decently and allow me to use them natively. Leading to better visuals and technically better performance
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Most of this is to my knowledge, applicable mostly to Black Ops 1. Other cod games will likely be very similar, although I have seen them do map geo surface lightmaps differently for other cod games.
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Showcase of the new FX, post processing and lightmap systems combined
Managed to get CODs lightmaps exported and added to unreal engine 1:1 natively, which will massively improve visuals, performance and greatly lower the size of the game. Will post some previews soon but it looks magnificent
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For models, cod calculates lighting data for each prop when the level loads, then caches them. While I can’t get these exact volume lightmaps since they’re chucked off to directx immediately, unable to be read from memory. I have the exact code for building the volume ‘lightmaps’
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Unreal’s lightmaps take ages to bake, end up being quite large (up to a gigabyte uncooked per map) and can have large amounts of really bad artifacts. It also results in lighting that looks generally, a lot worse than CODs. CODs are about 20mb (uncooked btw) in total for a map.
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Big explanation thread because it’s extremely interesting: For map geometry and most BSP surfaces, cod uses a few atlas lightmaps that cover the whole map instead of unreals way, which is baking a lightmap for each surface. Map in unreal could have thousands meanwhile cod has ~6
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Almost finished MK18 .338/AK-308 showcase Will be coming to the big Aether, so chuffed with how good this looks
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Ignore the shitty muzzle flash in the middle of redoing FX 🌚
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Those who know or sum
after about a week of aids retargeting here it is, tarkov weapons on the bo3 viewhand rig
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after about a week of aids retargeting here it is, tarkov weapons on the bo3 viewhand rig
Modern Warfare 4 x World at War zombies x Escape From Tarkov and i did it without ai because im not a fat chud Update this month (october)
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Modern Warfare 4 x World at War zombies x Escape From Tarkov and i did it without ai because im not a fat chud Update this month (october)
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Because this is getting traction for some reason just know this isn’t a mod whatsoever, it is its own game entirely
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State of game modding rn cos of ai slop
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New update within a month Should be adding: - Labs from Tarkov - Hellhounds - HUD Presets - COD FX native importer - COD Lightmaps natively - Melee overhaul, adding lunge and melee presets in the settings - More weapons - Better visuals - Ton more
What map could this possibly be 🤭
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