-- [ Picked text/plain from multipart/alternative ] what you may want to do is add a proxy to every material that you want gray to make them gray
On 2/12/06, Skillet <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I've got a working grayscale shader (based off the postprocess example > from > the SDK) in my mod which uses the texture overlay method from the SDK to > adjust colors in the entire scene, but I would like to take it one step > farther by having the shader skip certain things for a high contrast > cinematic feel. Namely, blood, muzzle flashes, and other effects. > > I worked out a hacky method to decide whether or not to grayscale a pixel > based on the texture's mapped alpha channel. It works great for map > textures and other opaque textures which generally do not utilize alpha > channels originally: > http://img.photobucket.com/albums/v310/Skillet5151/cd772532.jpg > > Particle effects, decals, (the primary objects intended to be ignored) and > others which already rely upon the alpha channel to be drawn correctly > don't > work with this method however. Their alpha is not detected properly by > the > pixel shader and hence they are shaded like any other part of the scene. > Therefore, I think I need a new method. > > I am by no means an experienced graphics programmer, though I'm sure > others > have attempted to create similar effects. > Hopefully someone can point me in the right direction. > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ts2do -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

