oooh fancy. On Mon, Nov 30, 2009 at 3:53 PM, Kyle Gospodnetich < [email protected]> wrote:
> Jonathan White wrote: > > OK Folks, > > > > I have entirely implemented the L4D Glow Effect in C++. Check it out > along > > with my very lengthy description of the code on the Developer Wiki: > > > > http://developer.valvesoftware.com/wiki/L4D_Glow_Effect > > > > The only hanging issue is that of shaders. I couldn't get your shaders to > > load with my mod Garry, but I'll be honest that was my first time working > > with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are > > completely messed up. They both take different parameters and BlurFilterY > is > > disabled by default. BlurFilterX's strength does not seem to be editable > via > > parameters. If someone can get a blur shader to work properly please let > me > > know, as of right now BlurFilterY mainly drives the effect of this glow. > > > > Thanks to everyone for your help! > > > > Jonathan White > > <Killer Monkey> > > GoldenEye: Source > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > Nudel made this blur shader a while back. The amount of blur is > adjustable via a given material's alpha channel. Perhaps it will be some > use to you! It does need some fixing though. > > http://www.chatbear.com/unity2/4991/153,1168096461,2852/1023534/0#5 > > _______________________________________________ > 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

