Quote Originally Posted by Choking Victim
If you change an objects mesh type to bsp while it has an environment shader, does the game exception? If not, do normal maps work on the object?
Quote Originally Posted by Choking Victim
I'm hoping it's that simple. Would you mind telling me where that mesh type enum is located firescythe? I'd like to test out that theory.
BSP isn't rendered as an object so there is no enum option to set an object to to render it as BSP. Getting normal maps on objects is going to at least require editing of all the model pixel shaders and possibly all model vertex shaders, as well as making some way of getting a normal map into a texture register for the pixel shaders to access. Which theoretically wouldn't be too difficult but ideally it would use .bitmap tags, for which getting a directX texture from hasn't been found yet.
Quote Originally Posted by Con
Question: Why wasn't the updated VISR included? I'd really like to use it.
edit: also soft particles, how can I enable those?
Didn't included it because I was rushing to get this test build out for the motion blur. I'll post it up when I get the chance . For the soft particles you just have to compile the custom vertex and pixel shaders supplied with the previous build using usertool. They're just a demonstration though so they do have some problems.
Quote Originally Posted by DemonOne
I have an ATI Radeon 4870, motion blur doesn't work for me (black screen)
Anyway, I fail to see any other effects.
Looks like motion blur will be default disabled for ATI cards .
If you've only got the test build then there are no other effects to apply, since that is supposed to be dropped into a setup that already has everything from the previous build.