-- [ 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 > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> ==================================================================== > >> FusionPeople Ltd may monitor outgoing and incoming emails and other > >> telecommunications on its email and telecommunication systems. > >> > >> ==================================================================== > >> This email and any files transmitted with it are confidential and > >> intended > >> solely for the use of the individual or entity to whom they are > >> addressed. > >> If you have received this email in error you are on notice of its > status. > >> Please notify us immediately by return email if you are not the > intended > >> recipient and delete this message. 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