and you wonder why Flayra doesn't post in the NS forums often, because after he posts 10 people decide to add a comment of "OMG OLOL FLAYRA U ARE MY HERO!111 OGM HE POSTED!111 I LUB j00 FOR3V3r!11" and <span style='color:white'>Dodge this.</span> comments like that which wont get you anywhere but cause more spam in a topic <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
-.-
on a on topic note, i really cant wait to use this. Great find, itll be awesome in game. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--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-->I wanna dl this as soon as i get home and try it out, looks promising, maybe it could give me back that atmospheric feel, however if this were added to NS specifically it would give mappers alot mroe control over mapping (such as adding specific lights that do glow and others that dont.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No it wouldn't, you cannot controll which lights glow and which doesn't with this, this is just brightness based. If you want to do that you use glow sprites.
Heh , I have to admit , should Flayra port the glow mod to NS that would make up for a year long silence in S&I <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
My poor fossilized graphic card can't even run the "low-spec" version , so it seems I'll have to upgrade my PC to keep playing HL1 <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Sven Coop already has the "MADWHACK" physics , how long until we can run ut2k4 maps on HL1 ?
<!--QuoteBegin-Soylent green+Jun 30 2004, 12:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Jun 30 2004, 12:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->I wanna dl this as soon as i get home and try it out, looks promising, maybe it could give me back that atmospheric feel, however if this were added to NS specifically it would give mappers alot mroe control over mapping (such as adding specific lights that do glow and others that dont.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No it wouldn't, you cannot controll which lights glow and which doesn't with this, this is just brightness based. If you want to do that you use glow sprites. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Soylent! You're Teh Leet Expart, if anybody can port the shaders to ATI's language it's you!
<!--QuoteBegin-Guspaz+Jul 1 2004, 02:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Jul 1 2004, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Soylent! You're Teh Leet Expart, if anybody can port the shaders to ATI's language it's you!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Make a thread about it on <a href='http://www.rage3d.com' target='_blank'>Rage3d</a> or <a href='http://www.driverheaven.net/' target='_blank'>Driverheaven</a> and I'm sure someone will try to do it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-Hobojoe+Jul 1 2004, 11:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jul 1 2004, 11:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> kinda wish flayra would give feedback on something that affects the game, not the graphics =/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> hey man, atmosphere comes before everything! **** gameplay, its most likely the least important factor.
<!--QuoteBegin-RicHSAD+Jul 1 2004, 09:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RicHSAD @ Jul 1 2004, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Guspaz+Jul 1 2004, 02:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Jul 1 2004, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Soylent! You're Teh Leet Expart, if anybody can port the shaders to ATI's language it's you!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Make a thread about it on <a href='http://www.rage3d.com' target='_blank'>Rage3d</a> or <a href='http://www.driverheaven.net/' target='_blank'>Driverheaven</a> and I'm sure someone will try to do it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I have one in the R3D 3D-Coders forum, but that forum only gets about 2 posts per month. I suppose I should try DH too.
<!--QuoteBegin-JediYoshi+Jul 2 2004, 04:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JediYoshi @ Jul 2 2004, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nope, has to be coded into the mod itself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Read the thread. No, it doesn't have to be coded into the mod itself, there are ways to use it in NS if somebody would just port the shaders to ATI's language.
Someone ask about porting the shader on the Rage3d forums. It's an ATI-geared forum that has ATI staff reading the forums. Someone there reprogrammed shaders in ATI's Ruby demo so it would work on other hardware.
<!--QuoteBegin-Fina+Jul 3 2004, 05:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fina @ Jul 3 2004, 05:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Someone ask about porting the shader on the Rage3d forums. It's an ATI-geared forum that has ATI staff reading the forums. Someone there reprogrammed shaders in ATI's Ruby demo so it would work on other hardware. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> OK, now I know some people might not want to read this whole thread, but for pete's sake, I posted one post above yours that <b>I had already asked on the Rage3D forums</b>!!!
<!--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--> Soylent! You're Teh Leet Expart, if anybody can port the shaders to ATI's language it's you!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm not sure you can use smartshaders to do this, but if you want a place to start you might <a href='http://www.driverheaven.net/smartshader/' target='_blank'>look here</a>.
I'm gonna give it a try, but I'm very doubtfull that I will get it working as intended.
Cool. Remember that if you're using the version of the SmartShader loader posted on that DriverHeaven page you linked to, you must be using Catalyst 4.2. If you're using the newer version posted on Beyond3D (I think it was), you have to be using Catalyst 4.3.
<!--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-->Remember that if you're using the version of the SmartShader loader posted on that DriverHeaven page you linked to, you must be using Catalyst 4.2. If you're using the newer version posted on Beyond3D (I think it was), you have to be using Catalyst 4.3.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just use winrar/winzip to extract the atioglxx.dl_ from the 4.2 catalyst installer, start->run->cmd-> navigate to the correct directory and type "expand atioglxx.dl_ atioglxx.dll". Backup and replace your openGL driver in windows/system32 with the new one and you can swap back when your done. Actually, I'm using the 3.6's openGL driver and the 4.2's controll panel and d3d driver, so all I had to do was replace the atioglxx.dll with my back up of the 4.2's.
Bolted togheter some example shaders and did a little messing about and made a few(unrelated and silly) shaders that try to emulate the way you see things when you dream(blurry, ghosting, overbrightened, allmost black and white with very little reds in particular.). nr 3 looks most realistic IMO. You'd get pretty much slaughtered if you dared play with these in a real game though.
<!--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-->We know the effect does not work on Radeon 9200s.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> HOLY HELL, YOU HAVE TO BE KIDDING.
I finally get a new card, and BOOF.
<!--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-->The best effect is in the bast lava... as seen here:<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'm afraid I'd have to disagree and say the best effects go to Hera, as I'll demonstrate in a screenshot series I've entitled "<a href='http://demon.x5788.net/storage/' target='_blank'>OMFGHERASEX</a>"
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
Is it just me, or are those screens too dark to see much of anything?
Anyway, my favourite area would have to be the lava outside furnace hive in ns_origin. I don't have any screens, but hey - you (and by you, I mean <i>you</i>) should have this installed already, so go check it out yourself.
<!--QuoteBegin-SillyGoose+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SillyGoose)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->do shaders work on the cat 4.6s? I have a 9600 so Im DX9 compliant but I cant seem to get the shaders solyvent posted to work.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--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-->Remember that if you're using the version of the SmartShader loader posted on that DriverHeaven page you linked to, you must be using Catalyst 4.2. If you're using the newer version posted on Beyond3D (I think it was), you have to be using Catalyst 4.3.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--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-->Just use winrar/winzip to extract the atioglxx.dl_ from the 4.2 catalyst installer, start->run->cmd-> navigate to the correct directory and type "expand atioglxx.dl_ atioglxx.dll". Backup and replace your openGL driver in windows/system32 with the new one and you can swap back when your done. Actually, I'm using the 3.6's openGL driver and the 4.2's controll panel and d3d driver, so all I had to do was replace the atioglxx.dll with my back up of the 4.2's.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Unless you want to experiment with smartshaders it's possibly a bit too much trouble for some really weird shaders.
No, they didn't remove it. They just haven't updated the loader program to work with the newer versions of the drivers.
Soylent: You can do that... or you can do the same thing with the 4.3 OGL driver and use the newer version of the loader <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I'm using Omega's 4.6 drivers, which have an option (that I'm using) to install an older OGL driver that is faster for Half-Life. I'd guess it's somewhere between 4.1 and 4.3, probably 4.2. If it turns out to be 4.2 or 4.3, Omega's drivers might be the easiest way to get the loader to work without manual tweaking.
BTW, nice progress on messing with shaders, look forward to your next creations <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Got it sort of working, but it eats lots of memory for some reason and starts using the HDD in a few minutes. Even the blur shader by the catalyst team does. So either smart shaders that use temporary surfaces don't work properly with this loader and 4.2's or it's a problem with half-life and smartshaders in particular or it is a problem on my end.
I'm going to try with the 4.3's and the newer loader and try it with quake 3 or something to see if it's HL specific.
Comments
-.-
on a on topic note, i really cant wait to use this. Great find, itll be awesome in game. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
No it wouldn't, you cannot controll which lights glow and which doesn't with this, this is just brightness based. If you want to do that you use glow sprites.
Sven Coop already has the "MADWHACK" physics , how long until we can run ut2k4 maps on HL1 ?
No it wouldn't, you cannot controll which lights glow and which doesn't with this, this is just brightness based. If you want to do that you use glow sprites. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Soylent! You're Teh Leet Expart, if anybody can port the shaders to ATI's language it's you!
Make a thread about it on <a href='http://www.rage3d.com' target='_blank'>Rage3d</a> or <a href='http://www.driverheaven.net/' target='_blank'>Driverheaven</a> and I'm sure someone will try to do it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
hey man, atmosphere comes before everything! **** gameplay, its most likely the least important factor.
and is there a way to use this in normal NS play?
pwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwn!
(back from boston today)
Make a thread about it on <a href='http://www.rage3d.com' target='_blank'>Rage3d</a> or <a href='http://www.driverheaven.net/' target='_blank'>Driverheaven</a> and I'm sure someone will try to do it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I have one in the R3D 3D-Coders forum, but that forum only gets about 2 posts per month. I suppose I should try DH too.
Read the thread. No, it doesn't have to be coded into the mod itself, there are ways to use it in NS if somebody would just port the shaders to ATI's language.
OK, now I know some people might not want to read this whole thread, but for pete's sake, I posted one post above yours that <b>I had already asked on the Rage3D forums</b>!!!
Hardly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.
I'm not sure you can use smartshaders to do this, but if you want a place to start you might <a href='http://www.driverheaven.net/smartshader/' target='_blank'>look here</a>.
I'm gonna give it a try, but I'm very doubtfull that I will get it working as intended.
Just use winrar/winzip to extract the atioglxx.dl_ from the 4.2 catalyst installer, start->run->cmd-> navigate to the correct directory and type "expand atioglxx.dl_ atioglxx.dll". Backup and replace your openGL driver in windows/system32 with the new one and you can swap back when your done. Actually, I'm using the 3.6's openGL driver and the 4.2's controll panel and d3d driver, so all I had to do was replace the atioglxx.dll with my back up of the 4.2's.
I finally get a new card, and BOOF.
<!--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-->The best effect is in the bast lava... as seen here:<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'm afraid I'd have to disagree and say the best effects go to Hera, as I'll demonstrate in a screenshot series I've entitled "<a href='http://demon.x5788.net/storage/' target='_blank'>OMFGHERASEX</a>"
I used the low-spec precompiled .DLLs from VERC.
Anyway, my favourite area would have to be the lava outside furnace hive in ns_origin. I don't have any screens, but hey - you (and by you, I mean <i>you</i>) should have this installed already, so go check it out yourself.
*hugs Geforce 4 ti4200*
<!--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-->Remember that if you're using the version of the SmartShader loader posted on that DriverHeaven page you linked to, you must be using Catalyst 4.2. If you're using the newer version posted on Beyond3D (I think it was), you have to be using Catalyst 4.3.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--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-->Just use winrar/winzip to extract the atioglxx.dl_ from the 4.2 catalyst installer, start->run->cmd-> navigate to the correct directory and type "expand atioglxx.dl_ atioglxx.dll". Backup and replace your openGL driver in windows/system32 with the new one and you can swap back when your done. Actually, I'm using the 3.6's openGL driver and the 4.2's controll panel and d3d driver, so all I had to do was replace the atioglxx.dll with my back up of the 4.2's.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Unless you want to experiment with smartshaders it's possibly a bit too much trouble for some really weird shaders.
Soylent: You can do that... or you can do the same thing with the 4.3 OGL driver and use the newer version of the loader <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I'm using Omega's 4.6 drivers, which have an option (that I'm using) to install an older OGL driver that is faster for Half-Life. I'd guess it's somewhere between 4.1 and 4.3, probably 4.2. If it turns out to be 4.2 or 4.3, Omega's drivers might be the easiest way to get the loader to work without manual tweaking.
BTW, nice progress on messing with shaders, look forward to your next creations <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I'm going to try with the 4.3's and the newer loader and try it with quake 3 or something to see if it's HL specific.
Tron.pss is the interesting one to try.