Real-time Glow In Half-life

CS-LANDCS-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-->

Comments

  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    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.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    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. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    edited May 2004
    The problem with this is that (at the moment) the blur cannot be localised (meaning it is global, meaning that it is <b>everywhere</b>). Do you guys <i>really</i> want the entire map to be blurred <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation
    :o i need to try it, it seems funny, but that about the whole map...
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    edited May 2004
    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 <!--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-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    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 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    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-LANDCS-LAND Join Date: 2003-10-16 Member: 21716Members
    <!--QuoteBegin-Talesin+May 5 2004, 01:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ May 5 2004, 01:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    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_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    edited May 2004
    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.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    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...
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    ... 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.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-Guspaz+May 4 2004, 04:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 4 2004, 04:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--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
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin-HanzGrub3r+May 5 2004, 06:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ May 5 2004, 06:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-KungFuSquirrel+May 5 2004, 01:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ May 5 2004, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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-->
    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-->
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    edited May 2004
    <!--QuoteBegin-KungFuSquirrel+May 5 2004, 08:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ May 5 2004, 08:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> <!--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.
  • john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    <b>DarkATI</b>. it's under advanced display settings, 3D, OpenGL/DirectX, SmartShader, etc.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    <!--QuoteBegin-Sizer+May 5 2004, 05:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sizer @ May 5 2004, 05:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I may have misread the article.  I was under the impression that Valve recently implemented features that let you utilize Nvidia-specific technology.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    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...
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    hmmm 8500...think that is directx 7...you might be out of luck dude :|
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    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 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • tomteverkstantomteverkstan Join Date: 2003-08-28 Member: 20304Members
    I think Mechmod uses this effect

    www.mechmod.com
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