Quote Originally Posted by Dwood View Post
This needs a double post. apparently its turning all textures black as when i charge a weapon i see the light and the fp outline. lights and anything thats not scenery basically give this effect. i also see the outline of the bsp etc that way. hth.
Thats because render point 0 and 1 (where motion blur and the red test shader were set to render at) is before the alpha blended meshes are rendered, so lens flares, explosions, glass etc is rendered on top of the black screen.

Quote Originally Posted by Dwood View Post
Also, I have an idea for a super bloom- Is it possible to, say, have a massive bloom when a person walks out from a dark area (that has only minimal bloom because of how dark it is), and then it fade into a normal bloom? If that's possible, then could we add another layer on top of it where close up is super-bright and then that bloom lowers in intensity based on the physical distance of the player from sources of light? Ex3- its cussing at me everytime i use pp_load
Thats essentially what the old fake hdr (now removed) subsystem did. Scaling down the scene to 1x1 to get the average luminosity then increasing or decreasing the brightness over time to the prefered level. The brightness is picked up by the bloom shader and bloom is applied accordingly. Depth is available to shaders so i don't see why you couldn't have more bloom on a close up, but you'll have to try it for yourself, thats why its open source . If you get error messages when you pp_load theres a broken shader.