Day of Infamy

Day of Infamy

Kar98K GGX
23 Comments
1v4n94 19 Sep, 2019 @ 8:48pm 
These mods certainly make the game look a lot better. Thanks, phale
1v4n94 7 Aug, 2019 @ 7:03am 
@XasterMaru
An image filter. It aims to improve model lighting and reflections.
deathwishes 28 Jun, 2019 @ 2:51pm 
wtf is GGX?
Nonstopswordsman 23 Feb, 2018 @ 11:22am 
great job btw
Nonstopswordsman 23 Feb, 2018 @ 11:22am 
mp40 please and tommy gun


Ciaran 17 Feb, 2018 @ 11:11pm 
Looks even better after the recent tweaks!
Ciaran 10 Feb, 2018 @ 8:31pm 
Match this with JAX's vanilla K98 and it looks incredible!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1179057226
Sun Yat-Sen 3 Feb, 2018 @ 12:52pm 
GGX TriHard 7
Borzoi 3 Feb, 2018 @ 9:28am 
GGX TriHard 7
kevcoys 3 Feb, 2018 @ 8:33am 
GGX GANG
Draws 3 Feb, 2018 @ 6:28am 
GGX TriHard 7
huge boty 3 Feb, 2018 @ 3:20am 
GGX TriHard 7
Vaginoplasty Gaming 31 Jan, 2018 @ 4:49pm 
Do the GGX mods reduce FPS?
Abstinence777 29 Jan, 2018 @ 9:49pm 
Will you be doing this for every weapon? I really love the look that these shaders bring to the weapons.
Straydog 29 Jan, 2018 @ 6:51pm 
these look absolutly stunning! Mix this with gorlamis pov mod and some of the specialist weapons and you got the ideal looking guns! Im very impressed
phale  [author] 29 Jan, 2018 @ 3:41pm 
Interesting, thanks for the info! I couldn't find any documentation for source PBR so I'm just shooting in the dark and seeing what looks good, haha. I'll have to try it out!
< blank > 29 Jan, 2018 @ 2:14pm 
I though you could via the green channel of the exponent texture. Black is reflective White is non-reflective.
A dev told me he gets better lighting results on weapons using the gloss/specular workflow.
Vickers uses the spec/gloss method, for example.
It might help reduce the lighting inconsistencies.
I'd like to sub but it's becuase of the lighting inconsistencies I didn't bother to convert some weapons myself.
I haven't tried the spec/gloss work flow but if you did and get good results that would be awesome.
phale  [author] 29 Jan, 2018 @ 1:54pm 
I'm using the roughness/metalness method. It would be better if I could define which parts of the texture are metal but instead I have to go either all metal or all non-metal. Seems to work OK so far, but it definitely looks better on the weapons that are mostly metal than the weapons that are mostly wood.
< blank > 29 Jan, 2018 @ 1:23pm 
Are you using the roughness/metalness or gloss/specular($pbr 1) method?
phale  [author] 28 Jan, 2018 @ 5:40pm 
Worn variant added, it looks pretty awesome if I say so myself! :)
KimchiSmash 28 Jan, 2018 @ 1:34pm 
Keep em comin' bruh :germancross:
EI Tadashi 🎮 27 Jan, 2018 @ 11:45pm 
The K98 shader looks weird, the best one is the M3 for now. Just my opinion.

Great work please keep it up!