looks good!

all

//nightfall - amckern - amck...@yahoo.com//NightVision

did was set

cvar->FindVar("mat_fullbright")->SetValue(1);

on clientside




On Wed, Jul 24, 2013 at 6:00 PM, Daniel Glenn <dgl...@bit-cubed.com> wrote:

> Hey James,
>
> Have you taken a look at the Night Vision article on the VDC? It's
> implementation was made for Source 2006 if I'm not mistaken but it may be
> of some help since the effect itself is just a screen overlay and shaders
> (With full source in the article).
>
> https://developer.valvesoftware.com/wiki/Vision_Nocturna
>
>
> On Wed, Jul 24, 2013 at 5:41 PM, James Marchant 
> <james.march...@live.com>wrote:
>
>> Nobody got any ideas on this? Pretty stumped here...
>>
>> ------------------------------
>> From: james.march...@live.com
>> To: hlcoders@list.valvesoftware.com
>> Date: Sat, 20 Jul 2013 15:30:01 +0100
>> Subject: [hlcoders] Fullbright or similar in render target pass
>>
>>
>> Hello there. I'm looking at making a camcorder type effect on a v_model
>> where I'm using render targets much like the func_monitors do in HL2 to
>> project the screen onto the camera's LCD screen. However, because the
>> camera needs a night vision effect on its screen, I was wondering how to
>> render a light specifically and only during the camera's render target
>> pass. Considering the level is pretty much pitch black, I was thinking of
>> using a large dynamic light that's killed on the normal render pass after,
>> but it produces very strange results. It can also bleed into the normal
>> render pass so the level gets illuminated when not looking at the camera
>> screen.
>>
>> Hope I've explained myself well. Anyone got any ideas? Much appreciated!
>>
>> James
>>
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>>
>
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