Re: OpenSauce Post Processing
Any way to create a 3D effect with your knowledge? I know the official stereoscopic way is to render a left and right eye image into one frame, which I'm not sure if OS would be capable of. However, I wonder if you might be able to use your depth perception techniques to create a "ghost" of all objects on the screen, which would then be colored red or blue for the left or right eye. The "ghosts" would have their offsets from the original objects determined by the distance from the player. And hey, no specialized hardware required!
This is probably a longshot because I don't even know if ghosting every piece of geometry at different sizes and offsets would work, but I thought I'd throw this idea out there. There is a graphics driver available for 3d that you need to buy to use, and I'm not even sure just how stable it is compared to real official drivers.
3D driver: http://www.iz3d.com/compatible
http://www.youtube.com/watch?v=frL7rKyNQIg&hd=1
http://www.youtube.com/watch?v=RYtb38mXk_A&hd=1
Re: OpenSauce Post Processing
I think you'd have to render the scene twice from two viewpoints then merge them together into the 3d effect.
Re: OpenSauce Post Processing
Actually, I don't think it would be that difficult. Rendering the scene twice is easy, just catch each draw call, draw the geometry for the left eye, set the render target to a different one and draw the geometry for the right eye. Once rendering is done, use a post process to take the two images and create the 3D image. The only difficult bit would be changing the world view projection used to render the geometry to create the two different eye positions (which is put into vertex shader float4 constants c0 to c3).
Re: OpenSauce Post Processing
You mean calculate the new projection point or set it? Because calculating is easy.
Re: OpenSauce Post Processing
I mean the calculations (i'm not particularly good with math). Getting and setting the WVP is simple.
Re: OpenSauce Post Processing
Well calculating should be easy (if an angle is given). Vector..Skalar Product to project a second vector via an angle, done.
Re: OpenSauce Post Processing
Have you attempted to enable bump maps on things other than the bsp at all? oh and ill test your debug thing tomorrow.
Re: OpenSauce Post Processing
I have and as far as I can tell, even though a non BSP model can use shader_environment shaders the game does not put the normal map from the shader into any texture sampler, unlike for BSP's where sampler 0 has the normal map in it. Therefore i'm guessing it would require alot of work to first get the textures needed available to the shaders, and then a rewrite of ~115 pixel shaders to correctly use it, without breaking each shaders intended functionality (colour masking, self illumination, etc.). This is purely speculation though.
Re: OpenSauce Post Processing
Quote:
Originally Posted by
FireScythe
I need to determine whether it's specifically the motion blur thats the problem, or if its the render point that is the problem. So if someone with the problem could do the following that would be helpful :).
1. Download
>>this<< and extract the two files into your shaders directory (its a settings file and a red tint shader). Backup your settings file if needs be.
2. Start up halo and turn off motion blur using "pp_motion_blur_enabled 0" in the console.
If the screen is tinted red then it's a motion blur specific problem, if it stays black then its a render point problem.
Would someone mind doing this please? It would help narrow down the problem.
Re: OpenSauce Post Processing
I'll do it now.
e: screen was completely red for both times, but when I alt tabbed and alt tabbed in, it became an overlay, rather than just red.