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
>
>
>
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