Yeah I don't need it in GMod, I need them in TF2. You've already gotten my
10bux.

On Sat, Jul 4, 2009 at 1:13 PM, Garry Newman <[email protected]> wrote:

> Gimmie ten bux and I'll show you how to make all the TF2 DOF'd screenshots
> you could ever want!
> garry
>
> On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery <
> [email protected]> wrote:
>
> > Hmmmm... create a lookalike mod with tf2 content mounted and ask garry
> > how to do DOF blur?
> >
> > 2009/7/4 Matt Hoffman <[email protected]>:
> > > Well I'm sure that's now how Valve does it, so now i"m curious as to
> how
> > > they do it for the Meet the Shorts. Maybe it's part of the Source
> > Filmmaker
> > > toolkit... *cough*
> > >
> > > As to the tracelines: Guh that sounds painful for 30 fps... Probably
> not
> > > even worth it in even the shortest scene.
> > >
> > >
> > > On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery <
> > > [email protected]> wrote:
> > >
> > >> You could do a server plugin that does tracelines and produces a shade
> > >> of white from (0-255) based on distance.
> > >>
> > >> That would be (1024*768) tracelines though. So cpu usage could be fun.
> > >>
> > >> 2009/7/4 Matt Hoffman <[email protected]>:
> > >> > I don't suppose there is any way to have TF2 render a z-depth pass (
> > >> > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One
> > grabbed
> > >> off
> > >> > of google).
> > >> >
> > >> > What it would be useful for is post DOF. As far as I know there's no
> > way
> > >> to
> > >> > do DOF in TF2 by default, so I was wondering if there was some
> shader
> > or
> > >> > plugin or anything that could render a pass of the scene like this.
> > >> >
> > >> >
> > >> > Ever hopefull,
> > >> >
> > >> > -Matt
> > >> > _______________________________________________
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> > >> >
> > >>
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