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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
CS-LAND
Alright I found this on valve-erc website, http://collective.valve-erc.com/index.php?...854378-22165000.
It looks very interesting, I tryed it for a mod called Earth's Special Forces and it looks cool.
I tryed both a day map and a night map (darker one). The result was much better in the darker map. Now as you all know NS pretty much has only darker maps... what if you guys apply that effect? smile.gif
Kester
personally i dont really like the effect, blurs it to much, can u lessen the blur but keep the glow?

but anyhow its a coding matter not a mapping one.
Reese
When the cvar for all of this is registered they have a "blur" specification in there that details the number of gaussian blur passes that are made. For most of those images it looks as though it was set to 4. Doing it with 1 or 2 passes would produce less blur, and might be more suitable for a game like NS.

Then again i'd rather see something run a sharpener filter on NS instead of a blur one. smile.gif
Coblet
The problem with this is that (at the moment) the blur cannot be localised (meaning it is global, meaning that it is everywhere). Do you guys really want the entire map to be blurred confused.gif
v4rA
:o i need to try it, it seems funny, but that about the whole map...
Guspaz
I think the thing people are missing when reading that article is that it tells you how to use pixel and vertex shaders in halflife.

Though, as somebody said before, this appears to be a scene-wide thing rather than something that can be applied to certain objects, so we're not going to see furry marines or anything anytime soon. Come to think of it, this was all possible before on ATI cards. Their control panel/driver lets you apply pixel shaders to any game (even half-life), but only whole-frame shaders. Mostly useless overall, but playing NS in ASCII -mode was super-fun tounge.gif

EDIT: Another thing comes to mind; AvP style vision modes can be done much better in pixel shaders than code. Pixel shaded nightvision anybody? tounge.gif
Thaldarin
I was reading something similar in the Nightwatch mIRC room about the possibility of adding pixelated light maps in to the Half-Life engine, and how it could be done. That would remove the blur smile.gif
Talesin
That information is how to do it in Cg, nVidia's proprietary coding format. Meaning, it would ONLY work on nVidia cards. Meaning it isn't going to happen.
CS-LAND
QUOTE (Talesin @ May 5 2004, 01:56 AM)
That information is how to do it in Cg, nVidia's proprietary coding format. Meaning, it would ONLY work on nVidia cards. Meaning it isn't going to happen.

ok then how come it worked for my ATI RADEON 9600 XT? confused.gif
Guspaz
Yeah, I could have sworn that Cg was cross-platform (from a GPU standpoint I mean).

Otherwise, there'd be no point to it and everybody would use HLSL.
john_sheu
From what I understand, Cg is NVidia-produced, and NVidia cards have some optimizations for it, but it also works in ATI. I have a Radeon 9800 and it sure as hell works here.
HanzGrub3r
surely there must be a way of using pixel shaders on specific objects in half-life.. if what that guy did is possible...surely there would have to be a way of doing it..SURELY! Can you just imagine how good it would look as a skulk with the ability to see objects and teammates glow (with the standard flashlight key) but not just be see-through...actually have a glow around them...or how bout having marines be able to upgrade to heat-vision goggles...so everything is blue and you get lovely red/yellow/orange shaded aliens and steam etc...OMG...endless I tell you! endless possibilities..

yeah, CG works on all vid cards that have dx8.1 hardware capabilities...it might even work on lower if you have pixel shader emulation...but bloody slow...
Sizer
... grrrreeeaaatt. More half-anused implementations that only work on GeForceMegaSuperGLX cards which run you 300 washingtons. Meanwhile, amateur coders are bringing 1024x textures, bump mapping and other such shiznit to games from '93 and '96.
DarkATi
QUOTE (Guspaz @ May 4 2004, 04:52 PM)
I think the thing people are missing when reading that article is that it tells you how to use pixel and vertex shaders in halflife.

Though, as somebody said before, this appears to be a scene-wide thing rather than something that can be applied to certain objects, so we're not going to see furry marines or anything anytime soon. Come to think of it, this was all possible before on ATI cards. Their control panel/driver lets you apply pixel shaders to any game (even half-life), but only whole-frame shaders. Mostly useless overall, but playing NS in ASCII -mode was super-fun tounge.gif

EDIT: Another thing comes to mind; AvP style vision modes can be done much better in pixel shaders than code. Pixel shaded nightvision anybody? tounge.gif

I have a Radeon 9700 Pro, what control panel are you speaking of? I want HL ASCII Style!!

~ DarkATi
KungFuSquirrel
QUOTE (HanzGrub3r @ May 5 2004, 06:40 AM)
surely there must be a way of using pixel shaders on specific objects in half-life.. if what that guy did is possible...surely there would have to be a way of doing it..SURELY!

This is image post-processing, though, and what you're talking about would involve a much more intense version of processing within the image.

QUOTE
  ... grrrreeeaaatt. More half-anused implementations that only work on GeForceMegaSuperGLX cards which run you 300 washingtons. Meanwhile, amateur coders are bringing 1024x textures, bump mapping and other such shiznit to games from '93 and '96.


Yes, they have a thing called "open sourced engine code." When you have engine code available, you can literally do nearly anything within the limits of your programmer's ability. We have no engine code whatsoever for HL, and so you just kinda have to make do with what you've got.

I'd be interested as to your interpretations of this guy's environment mapping and projected textures (with semi-proper real-time 'shadows' cast from models), but we abandoned both of those in favor of more fruitful ventures. tounge.gif
Thaldarin
QUOTE (KungFuSquirrel @ May 5 2004, 01:42 PM)
I'd be interested as to your interpretations of this guy's environment mapping and projected textures (with semi-proper real-time 'shadows' cast from models), but we abandoned both of those in favor of more fruitful ventures. tounge.gif

Oh you disappoint me KFS. Hmm, hopefully the more fruitful ventures will be worth it, maybe you can sneak this one in on the side though wink.gif
Sizer
QUOTE (KungFuSquirrel @ May 5 2004, 08:42 AM)
QUOTE
  ... grrrreeeaaatt. More half-anused implementations that only work on GeForceMegaSuperGLX cards which run you 300 washingtons. Meanwhile, amateur coders are bringing 1024x textures, bump mapping and other such shiznit to games from '93 and '96.


Yes, they have a thing called "open sourced engine code." When you have engine code available, you can literally do nearly anything within the limits of your programmer's ability. We have no engine code whatsoever for HL, and so you just kinda have to make do with what you've got.

I'd be interested as to your interpretations of this guy's environment mapping and projected textures (with semi-proper real-time 'shadows' cast from models), but we abandoned both of those in favor of more fruitful ventures. tounge.gif

I may have misread the article. I was under the impression that Valve recently implemented features that let you utilize Nvidia-specific technology.
john_sheu
DarkATI. it's under advanced display settings, 3D, OpenGL/DirectX, SmartShader, etc.
prsearle
QUOTE (Sizer @ May 5 2004, 05:00 PM)
I may have misread the article.  I was under the impression that Valve recently implemented features that let you utilize Nvidia-specific technology.

It's nothing to do with Valve. Mods have always had the ability to call OpenGL functions from the client DLL - the article just shows how to use this to load/run a Cg program at the appropriate times. The effect is good, but it requires a card capable of running pixel/vertex shaders running in OpenGL mode. While it's possible to detect DirectX mode and emit the appropriate calls to achieve a similar effect, it's much harder. No mod that I know of has ever done this, prefering to limit their code to running in OpenGL only.
Lazer
I downloaded the example mod the guy had on page 3 and I couldn't get it working. It kept telling me it "couldn't fetch valid FP profile" (I think that's what it said) and ingame it was all black with some weird colors in certain places. Any idea what's going on? I have a AIW Radeon 8500 and I'm running in OpenGL mode...
HanzGrub3r
hmmm 8500...think that is directx 7...you might be out of luck dude :|
Guspaz
Actually, the 8500 was D3D 8.x class. It was the direct competitor of the GeForce 3, which was also D3D 8.x class.

Hey KFS, sorry it took so long to reply to your PM, I get them so rarely I didn't notice sad.gif
tomteverkstan
I think Mechmod uses this effect

www.mechmod.com
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