I believe it was done with a screen shader. Look at the intro script entities.
There was a discussion about this in wavelength, and I think that’s what whoever figured it out, said it was. -omega -----Original Message----- From: Mike Blowers [mailto:[EMAIL PROTECTED] Sent: December 13, 2004 8:46 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Fw: Cutscene rendering effects - Negative / Black & White This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that in various places (all cut scenes I think), the screen is rendered in a mix of negative and Black & White. I've been searching through the SP SDK, but I can't find anything that will render the world in Black & White... in particular client side, so I can implement "proper" NV goggles. The closest I came to "proper" NV goggles in HL1 was model swapping to all white skins, drawing a sprite on the hud to darken the world and rendering white dlights above the players so they were highly visible. Can anyone give me a clue as to how this effect was achieved in the cut-scenes ? Cheers, Mike. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders