Real-time Glow In Half-life
CS-LAND
Join Date: 2003-10-16 Member: 21716Members
<div class="IPBDescription">Nice Lighting/Glow Effect</div> Alright I found this on valve-erc website, <a href='http://collective.valve-erc.com/index.php?doc=1081854378-22165000' target='_blank'>http://collective.valve-erc.com/index.php?...854378-22165000</a>.
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? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
but anyhow its a coding matter not a mapping one.
Then again i'd rather see something run a sharpener filter on NS instead of a blur one. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
EDIT: Another thing comes to mind; AvP style vision modes can be done much better in pixel shaders than code. Pixel shaded nightvision anybody? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
ok then how come it worked for my ATI RADEON 9600 XT? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Otherwise, there'd be no point to it and everybody would use HLSL.
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...
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 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
EDIT: Another thing comes to mind; AvP style vision modes can be done much better in pixel shaders than code. Pixel shaded nightvision anybody? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I have a Radeon 9700 Pro, what control panel are you speaking of? I want HL ASCII Style!!
~ DarkATi
This is image post-processing, though, and what you're talking about would involve a much more intense version of processing within the image.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... 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.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
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. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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.
Hey KFS, sorry it took so long to reply to your PM, I get them so rarely I didn't notice <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
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