I just took a whole big batch of screenshots. I need to change them into jpeg, etc and I will post the nicest ones here. I'll send the rest to anyone who is willing to host them... keep in mind that it makes all the NS maps REEEALLY beautiful. Like the example below:
The wipe leaves a red stain as it goes down. It's because the effect makes the red wipe a sort of "dodge layer" (think photoshop) over whatever's behind it. Some colors in the room are more sensitive to this than others. So you get a really cool looking uneven wipe.
Zazi's <a href='http://www.unknownworlds.com/forums/index.php?showtopic=60230' target='_blank'>NS_Widow</a> is really breathtaking with this effect enabled.
OK I went and took some pictures of Mouse's map, ns_hydrosity.
unfortunately, the glow mod doesn't do the auto-gamma thing that NS does. So the screenshots all come out dark. Additionally, it really only works on light_spots and texture lights... it doesn't do much for the vibrancy of gritty metal textures unless there's some drastic lighting. Hydrosity didn't really have the "intense" lighting that .. for example, Ayumi does, so the glow mod didn't really enhance it all that much. However, I'm speaking as somebody who just ran through all the maps for an hour, my eyes being bombarded by fuzzy lights.
Before I post a screenshot, I'd also like to mention the framerate hit. I have a GeForce 3 ti200, which is broken (fan meltdown), so it acts all wierd. I get ~10 FPS in counter-strike often. Running the glowmod at cg_blur_steps 5 brought my FPS down from a high of 70 in places to a high of 30-40. The impact isn't too bad; I could run around without being crippled in terms of FPS. However, because the FPS often dropped below 30, my eyes now hurt. So watch out! <b>Also,</b> I wasn't playing with people, or even my own v_model, so the game didn't have to render those things.
Anyway, on to a screenshot of hydrosity, by Mouse:
I hope you guys are appreciating this, because I had to go through a lot of pain to get here. Take a look at this eye-melting shroomfest, taken on the noclip journey from the readyroom to the map.
Lerk hologram, because the holograms rule. Notice how when more polies of the model are overlapping, from your point of view, they multiply each others radiance... nice.
Im liking it. show some ayumi to show off that "intense" lighting. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Here's one of ayumi. I didn't take very good shots of ayumi. Also, particle effects don't show up in the glowmod, so the cool fog and stuff is not there.
(However, when sprite fog is there, it does the COOLEST effect ever. It brightens up the sky, and as you move, the bright spots in the sky move around like liquid. It rules.)
Also, muzzleflash shots are soon to come, but I'm having trouble making the NS LMG model work with a muzzleflash. So that should be coming up. If you're reading this and you can model, PM me on IRC.
how much of a preformance hit is it? is it client only? is it possible to turn off? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> At 5x blurring, about 20fps cut. (1x blurring cuts much less fps, it's about the same as without, but still gets the job VERY well done.)
Is client only, yes. Can turn off, yes.
(In fact, if you have a kick-455 rig, you can turn the blurring up to 10x to have a very trippy experience. If you have a piece of junk, turning blurring to 0 will give you the normal HL look.)
Here's a shot of ... MUZZLE FLASH!!!!
>>>>><span style='color:white'><b>(btw, the abnormal size of the muzflash is because I'm really bad at .qc editing, not because of the glow)</b></span><<<<<<< The muzflash size got doubled when the model compiled. I had to override the default MP5 with the LMG.
Sounds like a fair enough reason to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> there's many more pressing problems in ns, like balance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> And we can just make the models boxes to increase fps!
ok I have a 1 minute long video that demonstrates some of this stuff in action. However, its 25 MB and I don't have a host. So someone email me: windelkron@yahSPAMoo.com
take out the spam of course. I will leave you for tonight with this one shot from co_ether. Note how the skin tone is also a more radiant, vibrant color.
Talk about taking another last breath of the of the HL Engine. This is a cosmetic improvement that improves the overall feel of NS. Now if we could only have "Fps Steady 3d Shadow casting" That would blow my mind to see the shadow of a skulk around the corner.
Also note that NS's "overbrightening" may clash with the glow stuff. The gamma ramping NS uses to get stuff more vibrant may make these already rather bright glows even brighter. This, in combination with the fps hit Forlorn mentioned, means that it's probably best to use only a few passes of this effect in NS, if at all.
Seriously. Who cares about FPS hits? You can turn it off and on, what's the big deal? This would make one of the prettiest HL Mods even prettier and restore some of that atmospheric effect lost in 1.04->2.01. I know you miss the res nozzle "gas" and the hive mist.
<!--QuoteBegin-Wolv+Jun 17 2004, 02:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Jun 17 2004, 02:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This, in combination with the fps hit Forlorn mentioned, means that it's probably best to use only a few passes of this effect in NS, if at all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> As people noted here, with the proper legalities worked out, throwing in an simple variable ranging from 0-2 or something wouldn't exactly be rocket surgery.
*drool* me wants. Can someone with a good gfxcard get some shots with this combined with detailtextures and some anti-aliasing and texturefiltering (anti-stropotic filtering or something like that)? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
I need to change them into jpeg, etc
and I will post the nicest ones here.
I'll send the rest to anyone who is willing to host them... keep in mind that it makes all the NS maps REEEALLY beautiful. Like the example below:
The wipe leaves a red stain as it goes down. It's because the effect
makes the red wipe a sort of "dodge layer"
(think photoshop) over whatever's behind it. Some colors in the
room are more sensitive to this than others. So you get a really
cool looking uneven wipe.
Here's an observation deck
unfortunately, the glow mod doesn't do the auto-gamma thing that NS does.
So the screenshots all come out dark. Additionally, it really only works on
light_spots and texture lights... it doesn't do much for the vibrancy of gritty
metal textures unless there's some drastic lighting. Hydrosity didn't really
have the "intense" lighting that .. for example, Ayumi does, so the glow
mod didn't really enhance it all that much. However, I'm speaking as somebody
who just ran through all the maps for an hour, my eyes being bombarded
by fuzzy lights.
Before I post a screenshot, I'd also like to mention the framerate hit. I
have a GeForce 3 ti200, which is broken (fan meltdown), so it acts all
wierd. I get ~10 FPS in counter-strike often. Running the glowmod at
cg_blur_steps 5 brought my FPS down from a high of 70 in places to a
high of 30-40. The impact isn't too bad; I could run around without
being crippled in terms of FPS. However, because the FPS often dropped
below 30, my eyes now hurt. So watch out! <b>Also,</b> I wasn't playing
with people, or even my own v_model, so the game didn't have to
render those things.
Anyway, on to a screenshot of hydrosity, by Mouse:
notice the beautiful purple hue.
a lot of pain to get here.
Take a look at this eye-melting shroomfest, taken on the noclip journey from the readyroom to the map.
Notice how when more polies of the model are overlapping, from your point of view, they multiply each others radiance... nice.
Note the lack of sharp edges.
I didn't take very good shots of ayumi.
Also, particle effects don't show up in the glowmod, so the cool fog and stuff is not there.
(However, when sprite fog is there, it does the COOLEST effect ever. It brightens up the sky, and
as you move, the bright spots in the sky move around like liquid. It rules.)
Also, muzzleflash shots are soon to come, but I'm having trouble making the NS LMG model work with a muzzleflash. So that should be coming up. If you're reading this and you can model, PM me on IRC.
how much of a preformance hit is it? is it client only? is it possible to turn off?
how much of a preformance hit is it? is it client only? is it possible to turn off? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
At 5x blurring, about 20fps cut.
(1x blurring cuts much less fps, it's about the same as without, but still gets the job VERY well done.)
Is client only, yes.
Can turn off, yes.
(In fact, if you have a kick-455 rig, you can turn the blurring up to 10x to have a very trippy experience.
If you have a piece of junk, turning blurring to 0 will give you the normal HL look.)
Here's a shot of ... MUZZLE FLASH!!!!
>>>>><span style='color:white'><b>(btw, the abnormal size of the muzflash is because I'm really bad at .qc editing, not because of the glow)</b></span><<<<<<<
The muzflash size got doubled when the model compiled. I had to override the default MP5 with the LMG.
<span style='font-size:15pt;line-height:100%'><b>MUZZLE FLASH = ORGASMIC</b></span>
Because it looks cool.
Sounds like a fair enough reason to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
there's many more pressing problems in ns, like balance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And we can just make the models boxes to increase fps!
work computer wouldn't like it much (pos graphics card...)
looks teh secks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
However, its 25 MB and I don't have a host.
So someone email me: windelkron@yahSPAMoo.com
take out the spam of course.
I will leave you for tonight with this one shot from co_ether.
Note how the skin tone is also a more radiant, vibrant color.
This mod looks like it sucks... tbh
This, in combination with the fps hit Forlorn mentioned, means that it's probably best to use only a few passes of this effect in NS, if at all.
Seriously. Who cares about FPS hits? You can turn it off and on, what's the big deal? This would make one of the prettiest HL Mods even prettier and restore some of that atmospheric effect lost in 1.04->2.01. I know you miss the res nozzle "gas" and the hive mist.
As people noted here, with the proper legalities worked out, throwing in an simple variable ranging from 0-2 or something wouldn't exactly be rocket surgery.
me wants.
Can someone with a good gfxcard get some shots with this combined with detailtextures and some anti-aliasing and texturefiltering (anti-stropotic filtering or something like that)? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->