[hlcoders] L4D Glow Effects

2009-11-24 Thread Jonathan White
Has anyone figured out how exactly L4D does the entity glow effects?

I am talking about the glow that surrounds pickup entities when you look at
them and when players are elsewhere in the map.

I want to implement this in our Gameplay Token system so that keys/flags get
a nice halo effect for better visibility. Does L4D use a special shader for
this or a special particle effect? I can't think of any way to actually do
it in OB SDK...

Jonathan White 
GoldenEye: Source
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Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Matt Hoffman
I believe it's a shader as it actively updates and effects weapons/held
objects too.

On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White wrote:

> Has anyone figured out how exactly L4D does the entity glow effects?
>
> I am talking about the glow that surrounds pickup entities when you look at
> them and when players are elsewhere in the map.
>
> I want to implement this in our Gameplay Token system so that keys/flags
> get
> a nice halo effect for better visibility. Does L4D use a special shader for
> this or a special particle effect? I can't think of any way to actually do
> it in OB SDK...
>
> Jonathan White 
> GoldenEye: Source
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Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Jonathan Murphy
I might be incorrect but didn't The Hidden mod have a similar shader
effect? Maybe download and check it out?



On 25/11/2009, at 9:30 AM, Matt Hoffman 
wrote:

> I believe it's a shader as it actively updates and effects weapons/
> held
> objects too.
>
> On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White  >wrote:
>
>> Has anyone figured out how exactly L4D does the entity glow effects?
>>
>> I am talking about the glow that surrounds pickup entities when you
>> look at
>> them and when players are elsewhere in the map.
>>
>> I want to implement this in our Gameplay Token system so that keys/
>> flags
>> get
>> a nice halo effect for better visibility. Does L4D use a special
>> shader for
>> this or a special particle effect? I can't think of any way to
>> actually do
>> it in OB SDK...
>>
>> Jonathan White 
>> GoldenEye: Source
>> ___
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>> archives,
>> please visit:
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>>
>>
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Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Garry Newman
People have recreated it in GMod..

http://www.facepunch.com/showpost.php?p=18527654&postcount=1069

You don't
really need any new shaders or anything. It's just drawing the players to a
texture in one colour, blurring it, then drawing it over the main scene
using additive blending.

garry

On Tue, Nov 24, 2009 at 10:40 PM, Jonathan Murphy
wrote:

> I might be incorrect but didn't The Hidden mod have a similar shader
> effect? Maybe download and check it out?
>
>
>
> On 25/11/2009, at 9:30 AM, Matt Hoffman 
> wrote:
>
> > I believe it's a shader as it actively updates and effects weapons/
> > held
> > objects too.
> >
> > On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White <
> killermonke...@gmail.com
> > >wrote:
> >
> >> Has anyone figured out how exactly L4D does the entity glow effects?
> >>
> >> I am talking about the glow that surrounds pickup entities when you
> >> look at
> >> them and when players are elsewhere in the map.
> >>
> >> I want to implement this in our Gameplay Token system so that keys/
> >> flags
> >> get
> >> a nice halo effect for better visibility. Does L4D use a special
> >> shader for
> >> this or a special particle effect? I can't think of any way to
> >> actually do
> >> it in OB SDK...
> >>
> >> Jonathan White 
> >> GoldenEye: Source
> >> ___
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> >> archives,
> >> please visit:
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> >>
> >>
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Re: [hlcoders] L4D Glow Effects

2009-11-25 Thread Jonathan White
Garry, thank you very much for pointing this out. Looks like I asked at just
the right time as well :)

I will try to translate the LUA into C++ and I will post an update to the
listserve and the developer wiki. Thank god for Thanksgiving weekend!

Jonathan White
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Re: [hlcoders] L4D Glow Effects

2009-11-25 Thread Chris Janes
We used a particle effect to create something similar, it's not quite as
clean as the L4D outlines and it has some issues with regards to vis leafs.

> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> boun...@list.valvesoftware.com] On Behalf Of Jonathan Murphy
> Sent: 24 November 2009 22:41
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] L4D Glow Effects
> 
> I might be incorrect but didn't The Hidden mod have a similar shader
> effect? Maybe download and check it out?
> 
> 
> 



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Re: [hlcoders] L4D Glow Effects

2009-11-25 Thread Jonathan White
OK, I have implemented the LUA code that was posted by that guy on
facepunch.com into C++. I am having a couple problems though, and
translation issues that maybe Garry can help with.

Here is the code: http://www.copypastecode.com/16117/?view=lines

I included the header at the top and the important definitions underneath
(NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and it
works GREAT. The only issue I am having is the glow is not being cutout
where the model is. I believe the problem lies with the way the stencil is
being created.

Garry, what does the GetRenderTarget(...) function actually do? Right now I
am doing CTextureReference::InitRenderTarget(...)

Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent call in
the C++

One last thing, "pp/blurx" does not exist in the Source Materials. Is this a
Garry's Mod material?

Thanks for your help so far!

Jonathan White
GoldenEye: Source
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Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Garry Newman
LL_Function( render, GetRenderTarget )
{
RENDER_CONTEXT();
Push_ITexture( pRenderContext->GetRenderTarget() );

return 1;
}

Pretty much returns a texture

LL_Function( cam, IgnoreZ )
{

RENDER_CONTEXT();

if ( g_Lua->GetBool(1) )
{
pRenderContext->DepthRange( 0.0f, 0.01f );
return 0;
}

pRenderContext->DepthRange( 0.0f, 1.0f );


return 0;
}

Probably the most hacky way to do it.


The blur shader - you can just take the shader dll from GMod if you want - I
don't mind at all. If you want to implement it yourself it's just a shader
that blurs the texture.

garry

On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White
wrote:

> OK, I have implemented the LUA code that was posted by that guy on
> facepunch.com into C++. I am having a couple problems though, and
> translation issues that maybe Garry can help with.
>
> Here is the code: http://www.copypastecode.com/16117/?view=lines
>
> I included the header at the top and the important definitions underneath
> (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and it
> works GREAT. The only issue I am having is the glow is not being cutout
> where the model is. I believe the problem lies with the way the stencil is
> being created.
>
> Garry, what does the GetRenderTarget(...) function actually do? Right now I
> am doing CTextureReference::InitRenderTarget(...)
>
> Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent call in
> the C++
>
> One last thing, "pp/blurx" does not exist in the Source Materials. Is this
> a
> Garry's Mod material?
>
> Thanks for your help so far!
>
> Jonathan White
> GoldenEye: Source
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Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Matt Hoffman
>
> The blur shader - you can just take the shader dll from GMod if you want -
> I
> don't mind at all. If you want to implement it yourself it's just a shader
> that blurs the texture.
>

More of modders need to be like this. :)
On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman  wrote:

> LL_Function( render, GetRenderTarget )
> {
> RENDER_CONTEXT();
> Push_ITexture( pRenderContext->GetRenderTarget() );
>
> return 1;
> }
>
> Pretty much returns a texture
>
> LL_Function( cam, IgnoreZ )
> {
>
> RENDER_CONTEXT();
>
> if ( g_Lua->GetBool(1) )
> {
> pRenderContext->DepthRange( 0.0f, 0.01f );
> return 0;
> }
>
> pRenderContext->DepthRange( 0.0f, 1.0f );
>
>
> return 0;
> }
>
> Probably the most hacky way to do it.
>
>
> The blur shader - you can just take the shader dll from GMod if you want -
> I
> don't mind at all. If you want to implement it yourself it's just a shader
> that blurs the texture.
>
> garry
>
> On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White
> wrote:
>
> > OK, I have implemented the LUA code that was posted by that guy on
> > facepunch.com into C++. I am having a couple problems though, and
> > translation issues that maybe Garry can help with.
> >
> > Here is the code: http://www.copypastecode.com/16117/?view=lines
> >
> > I included the header at the top and the important definitions underneath
> > (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and it
> > works GREAT. The only issue I am having is the glow is not being cutout
> > where the model is. I believe the problem lies with the way the stencil
> is
> > being created.
> >
> > Garry, what does the GetRenderTarget(...) function actually do? Right now
> I
> > am doing CTextureReference::InitRenderTarget(...)
> >
> > Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent call
> in
> > the C++
> >
> > One last thing, "pp/blurx" does not exist in the Source Materials. Is
> this
> > a
> > Garry's Mod material?
> >
> > Thanks for your help so far!
> >
> > Jonathan White
> > GoldenEye: Source
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Michael Corsaro
Is it alright if I use your C++ ported code?

On Thu, Nov 26, 2009 at 11:22 AM, Matt Hoffman
wrote:

> >
> > The blur shader - you can just take the shader dll from GMod if you want
> -
> > I
> > don't mind at all. If you want to implement it yourself it's just a
> shader
> > that blurs the texture.
> >
>
> More of modders need to be like this. :)
> On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman 
> wrote:
>
> > LL_Function( render, GetRenderTarget )
> > {
> > RENDER_CONTEXT();
> > Push_ITexture( pRenderContext->GetRenderTarget() );
> >
> > return 1;
> > }
> >
> > Pretty much returns a texture
> >
> > LL_Function( cam, IgnoreZ )
> > {
> >
> > RENDER_CONTEXT();
> >
> > if ( g_Lua->GetBool(1) )
> > {
> > pRenderContext->DepthRange( 0.0f, 0.01f );
> > return 0;
> > }
> >
> > pRenderContext->DepthRange( 0.0f, 1.0f );
> >
> >
> > return 0;
> > }
> >
> > Probably the most hacky way to do it.
> >
> >
> > The blur shader - you can just take the shader dll from GMod if you want
> -
> > I
> > don't mind at all. If you want to implement it yourself it's just a
> shader
> > that blurs the texture.
> >
> > garry
> >
> > On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White
> > wrote:
> >
> > > OK, I have implemented the LUA code that was posted by that guy on
> > > facepunch.com into C++. I am having a couple problems though, and
> > > translation issues that maybe Garry can help with.
> > >
> > > Here is the code: http://www.copypastecode.com/16117/?view=lines
> > >
> > > I included the header at the top and the important definitions
> underneath
> > > (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and it
> > > works GREAT. The only issue I am having is the glow is not being cutout
> > > where the model is. I believe the problem lies with the way the stencil
> > is
> > > being created.
> > >
> > > Garry, what does the GetRenderTarget(...) function actually do? Right
> now
> > I
> > > am doing CTextureReference::InitRenderTarget(...)
> > >
> > > Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent call
> > in
> > > the C++
> > >
> > > One last thing, "pp/blurx" does not exist in the Source Materials. Is
> > this
> > > a
> > > Garry's Mod material?
> > >
> > > Thanks for your help so far!
> > >
> > > Jonathan White
> > > GoldenEye: Source
> > > ___
> > > 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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Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Michael Corsaro
Actually, you might want to put it on the VDC

On Thu, Nov 26, 2009 at 11:37 AM, Michael Corsaro wrote:

> Is it alright if I use your C++ ported code?
>
>
> On Thu, Nov 26, 2009 at 11:22 AM, Matt Hoffman <
> lord.matt.hoff...@gmail.com> wrote:
>
>> >
>> > The blur shader - you can just take the shader dll from GMod if you want
>> -
>> > I
>> > don't mind at all. If you want to implement it yourself it's just a
>> shader
>> > that blurs the texture.
>> >
>>
>> More of modders need to be like this. :)
>> On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman 
>> wrote:
>>
>> > LL_Function( render, GetRenderTarget )
>> > {
>> > RENDER_CONTEXT();
>> > Push_ITexture( pRenderContext->GetRenderTarget() );
>> >
>> > return 1;
>> > }
>> >
>> > Pretty much returns a texture
>> >
>> > LL_Function( cam, IgnoreZ )
>> > {
>> >
>> > RENDER_CONTEXT();
>> >
>> > if ( g_Lua->GetBool(1) )
>> > {
>> > pRenderContext->DepthRange( 0.0f, 0.01f );
>> > return 0;
>> > }
>> >
>> > pRenderContext->DepthRange( 0.0f, 1.0f );
>> >
>> >
>> > return 0;
>> > }
>> >
>> > Probably the most hacky way to do it.
>> >
>> >
>> > The blur shader - you can just take the shader dll from GMod if you want
>> -
>> > I
>> > don't mind at all. If you want to implement it yourself it's just a
>> shader
>> > that blurs the texture.
>> >
>> > garry
>> >
>> > On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White
>> > wrote:
>> >
>> > > OK, I have implemented the LUA code that was posted by that guy on
>> > > facepunch.com into C++. I am having a couple problems though, and
>> > > translation issues that maybe Garry can help with.
>> > >
>> > > Here is the code: http://www.copypastecode.com/16117/?view=lines
>> > >
>> > > I included the header at the top and the important definitions
>> underneath
>> > > (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and
>> it
>> > > works GREAT. The only issue I am having is the glow is not being
>> cutout
>> > > where the model is. I believe the problem lies with the way the
>> stencil
>> > is
>> > > being created.
>> > >
>> > > Garry, what does the GetRenderTarget(...) function actually do? Right
>> now
>> > I
>> > > am doing CTextureReference::InitRenderTarget(...)
>> > >
>> > > Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent
>> call
>> > in
>> > > the C++
>> > >
>> > > One last thing, "pp/blurx" does not exist in the Source Materials. Is
>> > this
>> > > a
>> > > Garry's Mod material?
>> > >
>> > > Thanks for your help so far!
>> > >
>> > > Jonathan White
>> > > GoldenEye: Source
>> > > ___
>> > > 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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Re: [hlcoders] L4D Glow Effects

2009-11-27 Thread Jonathan White
OK Folks,

I have entirely implemented the L4D Glow Effect in C++. Check it out along
with my very lengthy description of the code on the Developer Wiki:

http://developer.valvesoftware.com/wiki/L4D_Glow_Effect

The only hanging issue is that of shaders. I couldn't get your shaders to
load with my mod Garry, but I'll be honest that was my first time working
with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are
completely messed up. They both take different parameters and BlurFilterY is
disabled by default. BlurFilterX's strength does not seem to be editable via
parameters. If someone can get a blur shader to work properly please let me
know, as of right now BlurFilterY mainly drives the effect of this glow.

Thanks to everyone for your help!

Jonathan White

GoldenEye: Source
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Re: [hlcoders] L4D Glow Effects

2009-11-27 Thread Saul Rennison
Great work, it's much appreciated :)

Thanks,
- Saul.


2009/11/27 Jonathan White 

> OK Folks,
>
> I have entirely implemented the L4D Glow Effect in C++. Check it out along
> with my very lengthy description of the code on the Developer Wiki:
>
> http://developer.valvesoftware.com/wiki/L4D_Glow_Effect
>
> The only hanging issue is that of shaders. I couldn't get your shaders to
> load with my mod Garry, but I'll be honest that was my first time working
> with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are
> completely messed up. They both take different parameters and BlurFilterY
> is
> disabled by default. BlurFilterX's strength does not seem to be editable
> via
> parameters. If someone can get a blur shader to work properly please let me
> know, as of right now BlurFilterY mainly drives the effect of this glow.
>
> Thanks to everyone for your help!
>
> Jonathan White
> 
> GoldenEye: Source
> ___
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> please visit:
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Re: [hlcoders] L4D Glow Effects

2009-11-27 Thread Sam Kindler
Awesome stuff John. Much appreciated.

Many thanks,
Sam

2009/11/27 Saul Rennison 

> Great work, it's much appreciated :)
>
> Thanks,
> - Saul.
>
>
> 2009/11/27 Jonathan White 
>
> > OK Folks,
> >
> > I have entirely implemented the L4D Glow Effect in C++. Check it out
> along
> > with my very lengthy description of the code on the Developer Wiki:
> >
> > http://developer.valvesoftware.com/wiki/L4D_Glow_Effect
> >
> > The only hanging issue is that of shaders. I couldn't get your shaders to
> > load with my mod Garry, but I'll be honest that was my first time working
> > with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are
> > completely messed up. They both take different parameters and BlurFilterY
> > is
> > disabled by default. BlurFilterX's strength does not seem to be editable
> > via
> > parameters. If someone can get a blur shader to work properly please let
> me
> > know, as of right now BlurFilterY mainly drives the effect of this glow.
> >
> > Thanks to everyone for your help!
> >
> > Jonathan White
> > 
> > GoldenEye: Source
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] L4D Glow Effects

2009-11-27 Thread Bob Somers
Wow, really excellent work, especially writing it up.

Thanks very much!

--Bob



On Fri, Nov 27, 2009 at 2:06 PM, Sam Kindler  wrote:
> Awesome stuff John. Much appreciated.
>
> Many thanks,
> Sam
>
> 2009/11/27 Saul Rennison 
>
>> Great work, it's much appreciated :)
>>
>> Thanks,
>> - Saul.
>>
>>
>> 2009/11/27 Jonathan White 
>>
>> > OK Folks,
>> >
>> > I have entirely implemented the L4D Glow Effect in C++. Check it out
>> along
>> > with my very lengthy description of the code on the Developer Wiki:
>> >
>> > http://developer.valvesoftware.com/wiki/L4D_Glow_Effect
>> >
>> > The only hanging issue is that of shaders. I couldn't get your shaders to
>> > load with my mod Garry, but I'll be honest that was my first time working
>> > with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are
>> > completely messed up. They both take different parameters and BlurFilterY
>> > is
>> > disabled by default. BlurFilterX's strength does not seem to be editable
>> > via
>> > parameters. If someone can get a blur shader to work properly please let
>> me
>> > know, as of right now BlurFilterY mainly drives the effect of this glow.
>> >
>> > Thanks to everyone for your help!
>> >
>> > Jonathan White
>> > 
>> > GoldenEye: Source
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>> ___
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>> please visit:
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>>
>>
>>
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Re: [hlcoders] L4D Glow Effects

2009-11-28 Thread Jonathan White
In case anyone had already implemented this in their code... I had to fix a
crash that was occurring due to the KeyValues in the Init() function. The
crash occurs on level change because the KeyValues system uses some crazy
shared memory stuff and the heap was being corrupted. Anyway, it's fixed and
updated on the VDC Wiki.

Jon White
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Re: [hlcoders] L4D Glow Effects

2009-11-30 Thread Kyle Gospodnetich
Jonathan White wrote:
> OK Folks,
>
> I have entirely implemented the L4D Glow Effect in C++. Check it out along
> with my very lengthy description of the code on the Developer Wiki:
>
> http://developer.valvesoftware.com/wiki/L4D_Glow_Effect
>
> The only hanging issue is that of shaders. I couldn't get your shaders to
> load with my mod Garry, but I'll be honest that was my first time working
> with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are
> completely messed up. They both take different parameters and BlurFilterY is
> disabled by default. BlurFilterX's strength does not seem to be editable via
> parameters. If someone can get a blur shader to work properly please let me
> know, as of right now BlurFilterY mainly drives the effect of this glow.
>
> Thanks to everyone for your help!
>
> Jonathan White
> 
> GoldenEye: Source
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Nudel made this blur shader a while back. The amount of blur is 
adjustable via a given material's alpha channel. Perhaps it will be some 
use to you! It does need some fixing though.

http://www.chatbear.com/unity2/4991/153,1168096461,2852/1023534/0#5

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Re: [hlcoders] L4D Glow Effects

2009-11-30 Thread Michael Corsaro
oooh fancy.

On Mon, Nov 30, 2009 at 3:53 PM, Kyle Gospodnetich <
onequarterli...@gmail.com> wrote:

> Jonathan White wrote:
> > OK Folks,
> >
> > I have entirely implemented the L4D Glow Effect in C++. Check it out
> along
> > with my very lengthy description of the code on the Developer Wiki:
> >
> > http://developer.valvesoftware.com/wiki/L4D_Glow_Effect
> >
> > The only hanging issue is that of shaders. I couldn't get your shaders to
> > load with my mod Garry, but I'll be honest that was my first time working
> > with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are
> > completely messed up. They both take different parameters and BlurFilterY
> is
> > disabled by default. BlurFilterX's strength does not seem to be editable
> via
> > parameters. If someone can get a blur shader to work properly please let
> me
> > know, as of right now BlurFilterY mainly drives the effect of this glow.
> >
> > Thanks to everyone for your help!
> >
> > Jonathan White
> > 
> > GoldenEye: Source
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> Nudel made this blur shader a while back. The amount of blur is
> adjustable via a given material's alpha channel. Perhaps it will be some
> use to you! It does need some fixing though.
>
> http://www.chatbear.com/unity2/4991/153,1168096461,2852/1023534/0#5
>
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