-- [ Picked text/plain from multipart/alternative ] Hi people. You should take a look at sdk_postprocess that valve included in the sdk. Take a look also at "authoring shaders". I have already finished my NV and it looks great using shaders. The idea is to render the scene to a texture, which your shader will use, convert it to greyscale, apply an amplification factor (multiply) and double or so the green component. You can improve it adding a noise texture. Think of a shader as a material, so you have to apply this NV material to a full-screen quad. As I have told you before, the key is in sdk_postprocess.
2005/5/23, Ian Warwick <[EMAIL PROTECTED]>: > > I heard CS:S NVG is a shader, but if it is, then I can't find the files > for it in any of the GCF files. The main problem is if the players PC's > hardware supports shaders, but personally I would'nt let that be a > problem. > > Shaders are a bit to deep for me at the moment, to do anything original > and decent you need a good grasp of mathematics, however there are tools > that make it easier, Nvidia's rendermonkey is quite cool. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Andrew > (British_Bomber) > Sent: 23 May 2005 14:06 > To: [email protected] > Subject: [hlcoders] Nightvision > > I appologize if this a really dumb question. > > I have my NVG completely finished except for the effect itself. I was > hoping to recreate real nightvision by simply amplifying the original > lights, except for the fact I can't get information about the original > lights it's perfect... > > So I decided for right now just to use our mod's original NVG effect.... > a massivly bright dlight. Simple enough except for the fact that the > dlights I use decided not to have an option for their brightness. Am I > just blind? > > Also does anyone know how CS:S did the NVG, same thing? (my CS:S decided > to stop working on me a few weeks back so I haven't been able to look at > it ) > > Or even, I've heard people talking about using shaders, but I am cluless > on how to implement that, any general pointers, hell even pro's and > cons. > > Anyway :D Thanks for any help on such a nub subject > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ==================================================================== > FusionPeople Ltd may monitor outgoing and incoming emails and other > telecommunications on its email and telecommunication systems. > > ==================================================================== > This email and any files transmitted with it are confidential and intended > solely for the use of the individual or entity to whom they are addressed. > If you have received this email in error you are on notice of its status. > Please notify us immediately by return email if you are not the intended > recipient and delete this message. Please note that any views or opinions > presented in this email are solely those of the author and do not > necessarily represent those of FusionPeople Ltd. > > FusionPeople Ltd may monitor outgoing and incoming emails and other > telecommunications on its email and telecommunication systems. > > ======================================================================= > This message has been checked for all known viruses by MessageLabs, The > service does not scan any password protected or encrypted attachments. > FusionPeople Ltd accepts no liability for any damage caused by any virus > transmitted by this email. > > _______________________________________________ > 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

