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[ Picked text/plain from multipart/alternative ]
I created and compiled a new shader

2005/5/24, r00t 3:16 <[EMAIL PROTECTED]>:
>
> Did you have to compile a new shader or can you use the built in shaders
> already in hl2 ?
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com <http://www.cqc-gaming.com>
> ----- Original Message -----
> From: "Ignacio Martín" <[EMAIL PROTECTED]>
> To: <hlcoders@list.valvesoftware.com>
> Sent: Monday, May 23, 2005 8:40 PM
> Subject: Re: [hlcoders] Nightvision
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi people. You should take a look at sdk_postprocess that valve included
> > in
> > the sdk. Take a look also at "authoring shaders". I have already
> finished
> > my
> > NV and it looks great using shaders. The idea is to render the scene to
> a
> > texture, which your shader will use, convert it to greyscale, apply an
> > amplification factor (multiply) and double or so the green component.
> You
> > can improve it adding a noise texture.
> > Think of a shader as a material, so you have to apply this NV material
> to
> > a
> > full-screen quad. As I have told you before, the key is in
> > sdk_postprocess.
> >
> >
> > 2005/5/23, Ian Warwick <[EMAIL PROTECTED]>:
> >>
> >> I heard CS:S NVG is a shader, but if it is, then I can't find the files
> >> for it in any of the GCF files. The main problem is if the players PC's
> >> hardware supports shaders, but personally I would'nt let that be a
> >> problem.
> >>
> >> Shaders are a bit to deep for me at the moment, to do anything original
> >> and decent you need a good grasp of mathematics, however there are
> tools
> >> that make it easier, Nvidia's rendermonkey is quite cool.
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew
> >> (British_Bomber)
> >> Sent: 23 May 2005 14:06
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] Nightvision
> >>
> >> I appologize if this a really dumb question.
> >>
> >> I have my NVG completely finished except for the effect itself. I was
> >> hoping to recreate real nightvision by simply amplifying the original
> >> lights, except for the fact I can't get information about the original
> >> lights it's perfect...
> >>
> >> So I decided for right now just to use our mod's original NVG
> effect....
> >> a massivly bright dlight. Simple enough except for the fact that the
> >> dlights I use decided not to have an option for their brightness. Am I
> >> just blind?
> >>
> >> Also does anyone know how CS:S did the NVG, same thing? (my CS:S
> decided
> >> to stop working on me a few weeks back so I haven't been able to look
> at
> >> it )
> >>
> >> Or even, I've heard people talking about using shaders, but I am
> cluless
> >> on how to implement that, any general pointers, hell even pro's and
> >> cons.
> >>
> >> Anyway :D Thanks for any help on such a nub subject
> >>
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> > --
> >
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>
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