I can't believe nobody replied to you... where did all the GoldSrc people go?
Anyway, I really only dabbled in the HL SDK so I certainly couldn't directly help you but I do remember the VERC having an article on bump mapping and it has some available source code on it. It's not exactly what you want but it might at least point you in the right direction... http://web.archive.org/web/20061024220638/http://collective.valve-erc.com/index.php?doc=1091469531-97736200 Have a look in the HLbump_source.zip, it contains some code about the bump mapping routine which may be helpful. TWHL has the whole VERC site archived (since it died a few years ago) and it has some other articles on coding there too. http://twhl.info/articulator.php Hope this helps... On 22 June 2011 01:27, Trevor 'Drak' <dhlco...@wowway.com> wrote: > If anybody has seen HLFX / Spirit of HL (HL1 based mods) they added some > crazy effects. > Bump mapping / stencil shadows / water shaders. > > I’ve messed with this tech/rendering methods in small opengl applications, > but adding them to the HL1 engine is way over my head. > There’s bits and pieces I’ve managed to gather around the internet, but > it’s not very helpful when it’s in a different language / incomplete. > > Does anybody know how to go about doing basic stuff / messing around with > the HL1 renderer? > Even something as simple as changing a texture at runtime with OpenGL > calls. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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