I think the basics are there - we just don't have the exposure entity. I'm guessing that that the exposure entity uses an interface.. so unless we're real good at guessing we won't be able to do that ourselves.
The bloom is just bloom, that's easy enough to do. On 6/29/06, Teddy <[EMAIL PROTECTED]> wrote:
if you're talking about the hl2 mini-bloom mod (see http://forum.neotokyohq.com/viewtopic.php?t=378) well it's not selfillum textures. there's a whole lot of bloom in there. strictly speaking, it's not the HDR technologoy valve have made, with exposure and gathering on reflective surfaces, etc. we have the compiled shaders for all that, but i don't think anyones figured out how to implement it yet On 6/29/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I think that mod just uses nice transparent selfillum textures > > -- > ts2do > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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