If you have a vtf on the disk, you can easily turn on the point sample flag
in something like VTFEdit.

On Fri, Jun 12, 2009 at 2:18 PM, Jan Frederick Eick <[email protected]> wrote:

> Hey guys!
>
> I'm feeling like Sherlock Holmes right now... I've been searching,
> coding and debugging since hours ;)
> I found out a ton about the Bink Material.
>
> The Bink Material is a special generated Material Shader consisting of
> the following 19 Parameters: (name - value - type)
> $flags - 2113584 - int
> $flags_defined - 2113584 - int
> $flags2 - 0 - int
> $flags_defined2 - 0 - int
> $color - [ 1.000000 1.000000 1.000000 ] - vector
> $alpha - 1.000000 - float
> $basetexture - <UNDEFINED> - undefined
> $frame - 0 - int
> $basetexturetransform - [ 1.000 0.000 0.000 0.000 0.000 1.000 0.000
> 0.000 0.000 0.000 1.000 0.000 0.000 0.000 0.000 1.000 ] - matrix
> $flashlighttexture - <UNDEFINED> - undefined
> $flashlighttextureframe - 0 - Type: 4
> $color2 - [ 1.000000 1.000000 1.000000 ] - vector
> $srgbtint - [ 1.000000 1.000000 1.000000 ] - vector
> $ytexture - videobikmaterialy - texture
> $crtexture - videobikmaterialcr - texture
> $cbtexture - videobikmaterialcb - texture
> $spriteorientation - 3 - int
> $nolod - 1 - int
> $nomip - 1 - int
>
> The interesting stuff now happens in the 3 textures $ytexture,
> $crtexture, $cbtexture.
> pParam13->GetTextureValue()->GetFlags() returns 264972 which looks like
> a CompiledVtfFlags - Element.
> I could not find any method in ITexture.h which would alter these flags,
> but I needed proof.
> So I turned on some Trainer-Software and overwritten every occurance in
> the process memory of "264972" with "264973" trying to enable
> TEXTUREFLAGS_POINTSAMPLE                   = 0x00000001. And voila! It
> worked! The textures are point-sampled and my stereoscopic video works!
> Wooohoooo... but wait... this is so not sexy to overwrite the struct in
> memory.
> Does anybody have an idea how to change the Flags of a texture without
> doing acrobatics in the process memory?
>
> Greets
>
>
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