Go to your half-life.exe command line (for Steam, right-click on Half-life in the games box, click on properties, and then click on launch options), then type <span style='color:orange'>-dev -console</span> and then close it.
Whatever you do, DO NOT start your own server. You should load up a map like I described in the tutorial (loading through the console), because some cheats are disabled on servers.
Then make sure sv_cheats is set to 1 for good measure. Then type <span style='color:red'>noclip</span> in the console and have fun!
Remember, readyrooms in ns_maps are normally kept above commander's eye level, which means they are going to be fairly high above the rest of the map. So when you get out of the readyroom, start by looking slightly down and to one side.
<!--QuoteBegin-Kalias+Jun 18 2004, 12:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kalias @ Jun 18 2004, 12:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Kinda looks prince of persia-esque glowy. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Prince of Persia: Sands of Time !
why do you want to see shots of Natural Selection with huge full screen anti-aliasing, huge anisotropic filtering, and huge glow effect and stuff. I was told that the Half-Life engine was not able to do FSAA or anistropic filtering because then Half Life 2 would not be so interesting. and Half-life 2 cannot even do FSAA because of a bug and they are not really bothered about it right now anyway because the frame rate is so low even without it so they are gonna add it in future patches i heard.
i just fired up glowmod, uber cool. on 10 it halved my screenrate from 60 to 30, but i like 7 or 8 better so far as general apperance, 10 seems a little much. whatever setting its on, its very good looking. i'm all for it being added into the next beta.
<!--QuoteBegin-ViPr+Jun 18 2004, 10:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Jun 18 2004, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why do you want to see shots of Natural Selection with huge full screen anti-aliasing, huge anisotropic filtering, and huge glow effect and stuff. I was told that the Half-Life engine was not able to do FSAA or anistropic filtering because then Half Life 2 would not be so interesting. and Half-life 2 cannot even do FSAA because of a bug and they are not really bothered about it right now anyway because the frame rate is so low even without it so they are gonna add it in future patches i heard. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> what do you mean half life can't do FSAA? Just enable it in ur graphics card features, its not handled at the game level, its done by the drivers.
Looks very atmospheric. I love it! Though I've only been on a couple of levels it seems that it makes the darkish areas very dark which is a little annoying. I love the hologram especially.
<!--QuoteBegin-Jabba The Hunt+Jun 18 2004, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jabba The Hunt @ Jun 18 2004, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ViPr+Jun 18 2004, 10:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Jun 18 2004, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why do you want to see shots of Natural Selection with huge full screen anti-aliasing, huge anisotropic filtering, and huge glow effect and stuff. I was told that the Half-Life engine was not able to do FSAA or anistropic filtering because then Half Life 2 would not be so interesting. and Half-life 2 cannot even do FSAA because of a bug and they are not really bothered about it right now anyway because the frame rate is so low even without it so they are gonna add it in future patches i heard. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> what do you mean half life can't do FSAA? Just enable it in ur graphics card features, its not handled at the game level, its done by the drivers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> WHAT?! FSAA works in Half-life?!!? why did some guy tell me it didn't work then?
and, flintlock, yah the glow effect looks cool. i meant to put an emphasis on FSAA and anisotropic filtering which i thought were not working in Half-Life.
Newer cards don't use FSAA anymore. Instead, only the edges of the polygons are smoothed over. This allows textures and text to stay crisp and detailed instead of becoming all blurry. This is especially obvious when looking at the railings in ns_eclipse, which are made using a transparent texture instead of brushes. Notice how the comm chair, turret, and top of the railing is blended in, while the railing is all jagged.
Edit: I suppose I should mention that this means there is far lower overhead with this type of selective antialiasing. The performance differences on my Radeon 9800XT between 6xAA and no AA are not substantial in Half-Life in OpenGL mode. However, the differences in my 3DMark2003 scores are.
<!--QuoteBegin-BigMadSteve+Jun 18 2004, 11:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigMadSteve @ Jun 18 2004, 11:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks very atmospheric. I love it! Though I've only been on a couple of levels it seems that it makes the darkish areas very dark which is a little annoying. I love the hologram especially. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The screenshots came out darker than the regular game. Ingame, they look like normal brightness.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Newer cards don't use FSAA anymore. Instead, only the edges of the polygons are smoothed over. This allows textures and text to stay crisp and detailed instead of becoming all blurry. This is especially obvious when looking at the railings in ns_eclipse, which are made using a transparent texture instead of brushes. Notice how the comm chair, turret, and top of the railing is blended in, while the railing is all jagged.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not quite, most SSAA modes without blur filters did not blur the scene. Many old style FSAA modes use a blur filter because it is performance wise cheap as well as a small amount of SSAA(for a horribly high blur filter + 2 sample SSAA implementation you could google quincunx(one can only wonder if the marketing people where drunk when they thought that name up, doesn't sound remotely cool or memorable) nVidia had).
Pure FSAA is technically higher quality but a more demanding method then displayed above. It takes extra samples and does NOT generate blur, in fact it helps REMOVE blur in the same way anisotropic filtering does as a side effect of oversampling textures, and as you said, with edge-only antialiasing alpha testing textures get jaggies, FSAA removes these.
erm windelkron i have a problem, It wont work work cus of client.dll problems, the vid looks amazing though and one question: did you make this yourself and if so wth is with: "your a dumb monkey goat" lol?
I have same problem as assassin - my client.dll can't load thus causing the program to crash. Help? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I cant even seem to get it to work. I looked at the setup link on VERC, and while I got all that stuff, for some reason things were out of place or missing... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
This effect is buggy as! Even when its off it is seriously buggy. if Ns puts this in I will cry. For example I tested this in normal hl with it OFF and looked a crate and WOW LOOK ITS A BULLET SKIN ! How is this possible I have no idea but if I walk to the left a little bit it goes back to the crate textures.
<!--QuoteBegin-Wolv+Jun 20 2004, 07:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Jun 20 2004, 07:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Technological update: <a href='http://collective.valve-erc.com/index.php?go=tron2' target='_blank'>Real-Time "TRON 2.0" Glow For Low-Spec Hardware</a>. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> lemme just say thats not really a 'solution' for low end cards. The performance drop is just amazing <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
i've seen a real-time glow effect work in graphic demos on a GeForce2 GTS.
how do they do it btw? do they make a copy of the screen to a texture and mip-map it down to several different levels and then lay those copies on top of the screen with additive transparency and bilinear interpolation?
I wanna use this but its not working. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
<!--QuoteBegin-George_The_Gorge+Jun 20 2004, 06:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George_The_Gorge @ Jun 20 2004, 06:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wanna use this but its not working. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What graphicscard do you have?
Did someone mention Detail Textures being dropped?
I think that NS with this and detail textures would be teh pwn. I know it would hurt low-end users but maybe we, the community, could make a high-end pack for NS?
I imagine n-s.org could have 2 downloads, like:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:11pt;line-height:100%'><b>Beta Quick Start</b></span> 1. <span style='color:gray'>Download and install </span>Steam<span style='color:gray'> ("Half-life Steam Installer" recommended, 211 megabytes).</span> 2. Run Half-life through Steam <span style='color:gray'>at least once, by loading up the training course. This is necessary to make sure NS will have the files it needs.</span>
3. <span style='color:gray'>Download and install 3.0 beta 1 from a mirror below (150 megabytes).</span>
4. <span style='color:gray'>Download and install the 3.0 beta 4 patch from a mirror below (38 megabytes).</span>
5. <span style='color:gray'>Download and install the beta 4a patch (4.4 megabytes).</span>
6. <span style='color:gray'>Learn </span>how to play<span style='color:gray'>. Join "Combat" games to start (maps start with "co_"). Join "NS" games when you're more experienced (maps start with "ns_").</span>
7. Stay informed<span style='color:gray'> of news and community updates. We will never spam you and your personal information will always remain private.</span>
<span style='color:gray'>Want to report a bug? Check </span>here<span style='color:gray'> to find out how to do it.</span>
<!--QuoteBegin-Silverwing+Jun 20 2004, 11:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silverwing @ Jun 20 2004, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Did someone mention Detail Textures being dropped? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, it isnt beeing dropped engine-wise. It would be kinda sad if the NS dev-team didnt take their time to use all the new abilities of the HL engine appearing lately, since I really think that Flayra's goal always has been to create an outstanding MOD that keep a very high standard not only gameplay-wise but also when it comes down to the visual part. I think not implenting detailtextures and especially this since it makes the atmosphere on maps 10x better would be a big step away from that direction.
NarfwakJoin Date: 2002-11-02Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
Am I the only one having great difficulty getting noclip turned on? I never had trouble with it before . . . granted, that was pre-steam, but I doubt that's the problem.
Comments
Go to your half-life.exe command line (for Steam, right-click on Half-life in the games box, click on properties, and then click on launch options), then type <span style='color:orange'>-dev -console</span> and then close it.
Whatever you do, DO NOT start your own server. You should load up a map like I described in the tutorial (loading through the console), because some cheats are disabled on servers.
Then make sure sv_cheats is set to 1 for good measure. Then type <span style='color:red'>noclip</span> in the console and have fun!
Remember, readyrooms in ns_maps are normally kept above commander's eye level, which means they are going to be fairly high above the rest of the map. So when you get out of the readyroom, start by looking slightly down and to one side.
BTW, thanks Bob! I've edited my tutorial.
<img src='http://gallery.cybertarp.com/albums/userpics/19537/ns_origin0019%40%20cg_blur_steps%200.jpg' border='0' alt='user posted image' />
<img src='http://gallery.cybertarp.com/albums/userpics/19537/ns_origin0020%40%20cg_blur_steps%204.jpg' border='0' alt='user posted image' />
<img src='http://gallery.cybertarp.com/albums/userpics/19537/ns_origin0021%20cg_blur_steps%2010.jpg' border='0' alt='user posted image' />
Although I must say that my fps went pretty low even without actually playing
Though that is only @ cg_blur_steps 10
My PC specifications:
CPU: AMD2400+ @ 1991 Mhz
RAM: 512 MB
GFX: GF4Ti4200 64 MB
Oh and I used a clean install of half life, so I havent even tweaked..
Prince of Persia: Sands of Time !
<img src='http://img1.gamesweb.com/pc/p/princeofpersiasandsoftime/bild03.jpg' border='0' alt='user posted image' />
Indeed it looks like this, kinda dreamy/mysterious...
/me votes "For"
i just fired up glowmod, uber cool. on 10 it halved my screenrate from 60 to 30, but i like 7 or 8 better so far as general apperance, 10 seems a little much. whatever setting its on, its very good looking. i'm all for it being added into the next beta.
edit: here's a pic of bast
what do you mean half life can't do FSAA? Just enable it in ur graphics card features, its not handled at the game level, its done by the drivers.
I'd probably be implementing that in my mod right now if I had pixel shaders :X
what do you mean half life can't do FSAA? Just enable it in ur graphics card features, its not handled at the game level, its done by the drivers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
WHAT?! FSAA works in Half-life?!!? why did some guy tell me it didn't work then?
and, flintlock, yah the glow effect looks cool. i meant to put an emphasis on FSAA and anisotropic filtering which i thought were not working in Half-Life.
Edit: I suppose I should mention that this means there is far lower overhead with this type of selective antialiasing. The performance differences on my Radeon 9800XT between 6xAA and no AA are not substantial in Half-Life in OpenGL mode. However, the differences in my 3DMark2003 scores are.
The screenshots came out darker than the regular game. Ingame, they look like normal brightness.
Implement for the win tbh irl.
edit: I'm sigged. How touching.
Just...
<i>WoW!</i>
Not quite, most SSAA modes without blur filters did not blur the scene. Many old style FSAA modes use a blur filter because it is performance wise cheap as well as a small amount of SSAA(for a horribly high blur filter + 2 sample SSAA implementation you could google quincunx(one can only wonder if the marketing people where drunk when they thought that name up, doesn't sound remotely cool or memorable) nVidia had).
Pure FSAA is technically higher quality but a more demanding method then displayed above. It takes extra samples and does NOT generate blur, in fact it helps REMOVE blur in the same way anisotropic filtering does as a side effect of oversampling textures, and as you said, with edge-only antialiasing alpha testing textures get jaggies, FSAA removes these.
and one question: did you make this yourself and if so wth is with:
"your a dumb monkey goat" lol?
lemme just say thats not really a 'solution' for low end cards. The performance drop is just amazing <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
how do they do it btw? do they make a copy of the screen to a texture and mip-map it down to several different levels and then lay those copies on top of the screen with additive transparency and bilinear interpolation?
What graphicscard do you have?
I think that NS with this and detail textures would be teh pwn. I know it would hurt low-end users but maybe we, the community, could make a high-end pack for NS?
I imagine n-s.org could have 2 downloads, like:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:11pt;line-height:100%'><b>Beta Quick Start</b></span>
1. <span style='color:gray'>Download and install </span>Steam<span style='color:gray'> ("Half-life Steam Installer" recommended, 211 megabytes).</span>
2. Run Half-life through Steam <span style='color:gray'>at least once, by loading up the training course. This is necessary to make sure NS will have the files it needs.</span>
3. <span style='color:gray'>Download and install 3.0 beta 1 from a mirror below (150 megabytes).</span>
4. <span style='color:gray'>Download and install the 3.0 beta 4 patch from a mirror below (38 megabytes).</span>
5. <span style='color:gray'>Download and install the beta 4a patch (4.4 megabytes).</span>
6. <span style='color:gray'>Learn </span>how to play<span style='color:gray'>. Join "Combat" games to start (maps start with "co_"). Join "NS" games when you're more experienced (maps start with "ns_").</span>
7. Stay informed<span style='color:gray'> of news and community updates. We will never spam you and your personal information will always remain private.</span>
<span style='color:gray'>Want to report a bug? Check </span>here<span style='color:gray'> to find out how to do it.</span>
<span style='font-size:11pt;line-height:100%'><b>3.0 beta 4a </b>(requires beta 4 client)</span>5.4 megabytes
Jarhedz
<span style='font-size:11pt;line-height:100%'><b>3.0 beta 4a </b>"High End pack" (requires beta 4 client) </span>
(Requires Pentium8 with 4000 GB RAM and a HoloTech enabled graphics card)
6.4 megabytes
Jarhedz
3.0 beta 4 (requires beta 1 client)
<span style='color:gray'>(Mirrors, </span>stay informed<span style='color:gray'> of new file releases)</span>
36 megabytes
<span style='color:gray'>MD5sum: MD5: 154709c4930c6cdf39b2458c7e71dfbe</span>
etc. etc.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thoughts, anyone?
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, it isnt beeing dropped engine-wise. It would be kinda sad if the NS dev-team didnt take their time to use all the new abilities of the HL engine appearing lately, since I really think that Flayra's goal always has been to create an outstanding MOD that keep a very high standard not only gameplay-wise but also when it comes down to the visual part. I think not implenting detailtextures and especially this since it makes the atmosphere on maps 10x better would be a big step away from that direction.
2c.