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DeathScythe + TRON 2 GLOW | Locked | |
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Apr 18 2004 Anchor | |
CG TRON 2 Style Glow implemented for the Half-Life engine + the DeathScythe mech. What do you think? (From MechMod.) - Edited By groovstein On Sun 18th, Apr 2004 @ 6:56:15pm -- - |
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Apr 18 2004 Anchor | |
looks nice, very nice, but the scythe should be green, Id also like to see a front shot |
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Apr 18 2004 Anchor | |
It's a pixel shader, not "tron 2 glow" amazing things can be done in opengl though (I could do this in q1 if I had the working card) - Edited By CheapAlert On Sun 18th, Apr 2004 @ 7:05:48pm -- < insert subject games here >
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Apr 18 2004 Anchor | |
Looks cool. I think player should be able to choose whatever color she/he wants. But if only one color, then green. |
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Apr 18 2004 Anchor | |
actually the scythe is green, HL has a crappy lighting system that lights even additive blended objects to its color, thats all. -- < insert subject games here >
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Apr 18 2004 Anchor | ||
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Apr 18 2004 Anchor | |
Probably another dbz mod.... in gameplay ;O -- < insert subject games here >
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Apr 18 2004 Anchor | |
I heard it requires a good gfx card , so people will not good quiality or crappy cards will experience a dropped framerate, and probly not able to play. I suggested it to the mod im in, but was told exaclty this by the leader (Tarbash), who is a knowledgable C++ coder. |
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Apr 19 2004 Anchor | |
Oh the scythe is green, just like the original. It's just that map's lighting which makes it look yellowish. I'll post another pic from another map. -- - |
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Apr 19 2004 Anchor | |
scythe = good deathscythe = Ooo! --
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Apr 19 2004 Anchor | |
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Apr 19 2004 Anchor | |
Glow is just a pixel shader feature, and usually pixel shaders don't kill performance badly. Geforce3's can do this :o -- < insert subject games here >
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Apr 19 2004 Anchor | ||
what kills preformance is the copying of the current frame buffer to texture. what also could hurt is the size of a single texture. this could hurt a lot if it's done very frame. also i heard that ext NV_RECTANGLE will only work with Nvidia's drivers and from what i read the performance of NPOTD's are worse then drawing POTD textures and i can tell you copying 800x600 from the frame buffer to texture gives me a drop of roughly 10fps on my geforce4 TI and i'm using POTD textures. crap, i forgot to ask: - Edited By tarbash On Mon 19th, Apr 2004 @ 6:34:37pm --
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Apr 19 2004 Anchor | |
Geforce 1's and older can't utilize that method, so those cards won't be able to use that glow and pixel shading. I know 2 people on the team who have geforce 3's and this works perfectly well. This hardly affects your FPS too. Why? Because of the way it was coded in and the fact that everything is controlled by CVAR's. You have cvars to customize the number of blur steps that are rendered at each frame and also the amount of glow you want. So it's all in your hands. And if you have a really old card, there's even a cvar to turn off the effect completely. - Edited By groovstein On Mon 19th, Apr 2004 @ 7:22:57pm -- - |
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Apr 19 2004 Anchor | |
@Gr00veh-Wow! Good job gr00venstein @Cheapeh- Yes OpenGL rox0r j00 box0r -- I...I need about tree fiddy. |
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Apr 19 2004 Anchor | ||
yeah, its controlled by a cvar but the effect is only visible on geforce3 and above. from what i know because of the texture sizes andwhat you said about geforce1mx, cards newer then that supports textures of the sizes, from gf1, 1024x1024 and above. i'm not sure if it will work on geforce2. oh yeah, groovestein can you tell mehow you guys got it to work with geforce2? unlessy ou are not doing the shader method. anyways anyone who wants this in their mod or game, here is the tutorial: - Edited By tarbash On Mon 19th, Apr 2004 @ 9:46:51pm --
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Apr 19 2004 Anchor | |
It won't work on a gf2. I tried in jedi academy -- < insert subject games here >
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Apr 19 2004 Anchor | ||
it wont work on my gf2TI box. --
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