to counter the effect on the flash light crash, would it not be posiblie to overlay a texture on the "outside" - please excuse me, i sound like a nub, but imo have no idea about how these shaders work
--- Chris Janes <[EMAIL PROTECTED]> wrote: > Remove the surface prop, create your own normal maps > and take out the > dudvmap, we found specifying a bump map as well as a > normal map helped ( > just use the normal map). Best to provide different > levels of refractin > dependant on DX level, as they change, I assume > because it shifts from per > pixel to per vertex. You'll also need to create > fallbacks for dx 6, 7 and 8 > (on low shaders) as they don't support the > refraction shader. You might also > run into trouble with the flashlight causing clients > to crash when the > flashlight hits the refraction shader. > > It might be a plan to take out the animation proxy > too, the ripple from the > refraction is more than enough, but that's up to > you. > > Hope it helps, > > Ging > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On > Behalf Of Spk Spk > Sent: 05 June 2005 13:17 > To: [email protected] > Subject: [hlcoders] Predator Effect Problems > > Hello guys, > > I'm currently implementing a stealth suit for my > mod, and yeah, I couldn't > resist to give the predator effect a try. > > Here's the material code I'm using: > > "Refract" > { > "$model" 1 > "$refractamount" "1.0" > "$refracttint" "[1.0 1 1]" > > "$dudvmap" "dev/water_dudv" > "$normalmap" "dev/water_normal" > > "$surfaceprop" "water" > "$bumpframe" "0" > > "Proxies" > { > "AnimatedTexture" > { > "animatedtexturevar" "$normalmap" > "animatedtextureframenumvar" "$bumpframe" > "animatedtextureframerate" 30.00 > } > } > } > > I got the effect to load properly ingame but I'm > running into a wierd > problem depending on the angle I am facing. The > effect is working just fine > from one side, and goes totally wrong when I move to > the other side. It no > longer seems to "refract" what's behind it. For > instance, if I put a player > A using the stealth effect in front of another > player B not using it, you > won't see player B through player A. If I change my > position a bit, i will > get it to work as intended. > > I am not sure what the problem is here. Since this > is a ripoff from the > water shader, I'm guessing it has something to do > with the effect only > applying from one side. Could anyone give me some > pointers or even better, > some code to fix this please? > > Also, is it possible to dynamically change a > material parameter (such as > $refractionamount ) from the code? > > Thanks in advance! > Spk > - Nuclear Dawn > > > > _______________________________________________ > 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 > > http://ammahls.com __________________________________ Discover Yahoo! Get on-the-go sports scores, stock quotes, news and more. Check it out! http://discover.yahoo.com/mobile.html _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

