Why don't you just do a ->Flags |= TEXTUREFLAGS_POINTSAMPLE;
Or at least find out the memory location of the flags and copy that bit into it. ----- Original Message ----- From: "AzuiSleet" <[email protected]> To: "Discussion of Half-Life Programming" <[email protected]> Sent: Friday, June 12, 2009 10:44 PM Subject: Re: [hlcoders] Changing the texture sampling? > 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 >> >> >> _______________________________________________ >> 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

